Bandwidth management during simultaneous server-to-client transfer of different types of data

ABSTRACT

A determination is made, using a computer, of an amount of game code data to be included in a data packet containing streaming game video data. A data packet is generated to contain the streaming game video data and to include the amount of game code data. The generated data packet is transmitted from a server computer system to a client computer system.

CLAIM OF PRIORITY

This application is a continuation application under 35 U.S.C. 120 ofprior U.S. application Ser. No. 13/826,744, filed Mar. 14, 2013, whichis a continuation application under 35 U.S.C. 120 of prior U.S.application Ser. No. 13/231,862, filed Sep. 13, 2011, issued as U.S.Pat. No. 9,211,473, on Dec. 15, 2015, which:

-   -   1) claims priority under 35 U.S.C. 119 to U.S. Provisional        Patent Application No. 61/382,470, filed Sep. 13, 2010,    -   2) claims priority under 35 U.S.C. 119 to U.S. Provisional        Patent Application No. 61/407,898, filed Oct. 28, 2010,    -   3) claims priority under 35 U.S.C. 119 to U.S. Provisional        Patent Application No. 61/421,175, filed Dec. 8, 2010,    -   4) claims priority under 35 U.S.C. 119 to U.S. Provisional        Patent Application No. 61/421,163, filed Dec. 8, 2010,    -   5) is a continuation-in-part under 35 U.S.C. 120 of U.S. patent        application Ser. No. 12/334,819, filed Dec. 15, 2008, issued as        U.S. Pat. No. 8,147,339 on Apr. 3, 2012, which claims priority        under 35 U.S.C. 119 to U.S. Provisional Patent Application No.        61/014,036, filed on Dec. 15, 2007,    -   6) is a continuation-in-part under 35 U.S.C. 120 of U.S. patent        application Ser. No. 12/826,130, filed Jun. 29, 2010, issued as        U.S. Pat. No. 8,968,087, on Mar. 3, 2015, which:        -   a) claims priority under 35 U.S.C. 119 to U.S. Provisional            Patent Application No. 61/354,699, filed on Jun. 14, 2010,            and        -   b) is a continuation-in-part under 35 U.S.C. 120 of U.S.            patent application Ser. No. 12/791,819, filed Jun. 1, 2010,            which:            -   1. claims priority under 35 U.S.C. 119 to U.S.                Provisional Patent Application No. 61/183,037, filed                Jun. 1, 2009,            -   2. claims priority under 35 U.S.C. 119 to U.S.                Provisional Patent Application No. 61/183,035, filed                Jun. 1, 2009,            -   3. claims priority under 35 U.S.C. 119 to U.S.                Provisional Patent Application No. 61/183,546, filed                Jun. 2, 2009,            -   4. claims priority under 35 U.S.C. 119 to U.S.                Provisional Patent Application No. 61/183,088, filed                Jun. 2, 2009,            -   5. claims priority under 35 U.S.C. 119 to U.S.                Provisional Patent Application No. 61/323,354, filed                Apr. 12, 2010,            -   6. claims priority under 35 U.S.C. 119 to U.S.                Provisional Patent Application No. 61/345,534, filed May                17, 2010,    -   7) is a continuation-in-part under 35 U.S.C. 120 of U.S. patent        application Ser. No. 12/826,489, filed Jun. 29, 2010, issued as        U.S. Pat. No. 8,888,592, on Nov. 18, 2014, which:        -   a) claims priority under 35 U.S.C. 119 to U.S. Provisional            Patent Application No. 61/354,699, filed on Jun. 14, 2010,            and        -   b) is a continuation-in-part under 35 U.S.C. 120 of U.S.            patent application Ser. No. 12/791,819, filed Jun. 1, 2010,            which:            -   1. claims priority under 35 U.S.C. 119 to U.S.                Provisional Patent Application No. 61/183,037, filed                Jun. 1, 2009,            -   2. claims priority under 35 U.S.C. 119 to U.S.                Provisional Patent Application No. 61/183,035, filed                Jun. 1, 2009,            -   3. claims priority under 35 U.S.C. 119 to U.S.                Provisional Patent Application No. 61/183,546, filed                Jun. 2, 2009,            -   4. claims priority under 35 U.S.C. 119 to U.S.                Provisional Patent Application No. 61/183,088, filed                Jun. 2, 2009,            -   5. claims priority under 35 U.S.C. 119 to U.S.                Provisional Patent Application No. 61/323,354, filed                Apr. 12, 2010,            -   6. claims priority under 35 U.S.C. 119 to U.S.                Provisional Patent Application No. 61/345,534, filed May                17, 2010.

Each of the above-identified U.S. Patent Applications and U.S.Provisional Patent Applications is incorporated herein by reference inits entirety.

BACKGROUND

Field of the Invention

The invention is in the field of computer programming and specificallyin the field of server side execution of computer programs.

Related Art

Execution of computer programs can generally occur using one of twoapproaches. In one model the computer program is executed on a singledevice where input is received from a user, such as a game player, andprogram output is presented to the user. In the other model programexecution occurs on a remote server under the control of one or moreclients. A user provides inputs at the client and receives programoutput for display at the client. Communication between the client andthe server takes place over a communication network, such as theinternet.

It is possible that program execution can be distributed between both aclient and a server. For example, in multiplayer video games it iscommon for a server to maintain a global state of a game based on inputsfrom many clients, and for each client to render separate videoresponsive to game rules and part of the global state. This requiresthat a software client of the video game be installed on the client.

SUMMARY

In one embodiment, a method is disclosed for server-to-clienttransmission of game code. The method includes determining, using acomputer, an amount of game code data to be included in a data packetcontaining streaming game video data. The method also includesgenerating the data packet containing the streaming game video data andincluding the amount of game code data. The method further includestransmitting the data packet from a server computer system to a clientcomputer system.

In another embodiment, a method is disclosed for server-to-clienttransmission of game code. The method includes determining, using acomputer, a total amount of communication bandwidth available totransmit data from a server computer system to a client computer system.The method also includes determining, using the computer, an amount ofcommunication bandwidth required for transmission of streaming gamevideo from the server computer system to the client computer system toprovide a minimum required quality level of game video at the clientcomputer system. The method also includes determining, using thecomputer, an amount of communication bandwidth available fortransmission of game code to the client computer system by subtractingthe amount of communication bandwidth required for transmission ofstreaming game video from the total amount of communication bandwidth.The method also includes transmitting data packets containing streaminggame video from the server computer system to the client computersystem, in accordance with the amount of communication bandwidthrequired for transmission of streaming game video to provide the minimumrequired quality level of game video at the client computer system. Themethod also includes transmitting data packets containing game code fromthe server computer system to the client computer system, in accordancewith the amount of communication bandwidth available for transmission ofgame code.

In another embodiment, a non-transitory computer readable medium havingprogram instructions stored thereon for implementing a method forserver-to-client transmission of game code is disclosed. Thenon-transitory computer readable medium includes program instructionsfor directing a computer to determine an amount of game code data to beincluded in a data packet containing streaming game video data. Thenon-transitory computer readable medium also includes programinstructions for directing the computer to generate the data packetcontaining the streaming game video data and including the amount ofgame code data. The non-transitory computer readable medium alsoincludes program instructions for directing the computer to transmit thedata packet from a server computer system to a client computer system.

A dual mode model of program execution is used to provide both immediateexecution (play) of a game and also client-side rendering of video.Essentially immediate execution is achieved by initially rendering videoon a server and providing the rendered video to the client over acommunication network such as the internet. Client side game logic andrelated content are downloaded to the client in parallel with orfollowing the rendered video. When all or a sufficient fraction of theclient side software is received by the client, the mode of programexecution is changed such that rendering of video occurs on the clientrather than or in addition to the server.

Essentially immediate execution is achieved because server side gamelogic and related components can be provisioned quickly or before arequest is received to play a game. The output of the server side gamelogic includes a video stream rendered on the server in response toreceived game commands, a game state and a game player's point of view.This video stream is communicated to the client where it is presented tothe game player in real-time. To accomplish this, the only logicrequired on the client is that needed to receive, decode and display thevideo stream.

Various embodiments of the invention include a game system comprising avideo source configured to provide a streaming video to a first clientgeographically remote from the video source, the streaming video beinggenerated at the video source and being based on a state of a computerprogram (e.g., computer game state), and a download manager configuredto download executable code and other components of the computer programfrom a code source to the first client via a network while the streamingvideo is being provided to the first client from the video source. Theseembodiments optionally further comprise a state source configured toprovide the state of the computer program to the first client.

Various embodiments of the invention include a game server comprising aninput, a game engine, transition logic, state storage, and an output.The input is configured to receive game commands from a plurality ofgeographically remote clients, and the game engine is configured tomaintain a global state of a video game based on the received gamecommands, and to provide different subsets of the global state of thevideo game to different members of the plurality of clients, each of thesubsets being assigned to a particular member of the plurality ofclients respectively. The transition logic is configured to reassign oneof the subsets of the global state from a first member of the pluralityof clients to a second member of the plurality of clients, the statestorage is configured to store the global state, and the output isconfigured to provide the subsets of the global states to the pluralityof clients over the internet.

Various embodiments of the invention include a method of providing acomputer game, the method comprising executing game logic on a videoserver, where the execution of the game logic results in rendering of avideo stream based on a game state. The method further comprisesproviding the video stream from the video server to a client over acommunication network, and providing executable game content to theclient in parallel with the video stream, the executable game contentbeing configured to generate video based on the game state.

Additionally, the game logic and related content (e.g., content used bythe game logic) can be divided into parts, and these parts can bedownloaded in essentially any order from the game system to the client.In various embodiments the parts are downloaded in an order that isbased on the probabilities that the ongoing game play may require thoseparts. For example, if, in view of the current state of the game, aparticular part of the client side game logic (and other content) islikely to be required to support further game play, then that part willbe given high priority in a download sequence. The download sequence isoptionally updated dynamically, responsive to the game play, and partsof the game logic and related content are downloaded to the client inparallel with streaming video until the amount of the game logic andrelated content downloaded to the client is deemed to be sufficiently tosupport game play on the client side in the client side mode. At thatpoint game play can be transitioned to the client, streaming videoceases, and downloading of the game code can completed. After streamingvideo to the client ends, the remaining parts of the game code cancontinue to be dynamically ordered, and downloaded to the clientaccording to that order, responsive to the game state. Optionally, ifthe complete game code has not been downloaded, and the game stateunexpectedly requires a part of the game code that has not yet beendownloaded, the game play can transition back to the server side mode.

Various embodiments of the invention include a game system comprising avideo source and a download manager. The video source is configured toprovide a streaming video to a client geographically remote from thevideo source, the streaming video being generated at the video sourceresponsive to a present state of a computer program. The downloadmanager is configured to dynamically determine, responsive to thepresent state of the computer program, a download sequence of aplurality of parts of an executable code and other components (jointly“executable content” or “executable game content”) of the computerprogram. The download manager is further configured to download parts ofthe executable content according to the download sequence, from a codesource to the client via a network, while the streaming video is beingprovided to the client from the video source. In various embodiments thevideo source includes the download manager. In various embodiments, thedownload manager is configured to dynamically determine the downloadsequence by determining the probabilities of other states of thecomputer program based on the current state of the computer program. Insome of these embodiments, the game system further comprises acomputer-readable medium that stores a probability tree database, andthe computer-readable medium is in communication with the downloadmanager. In these embodiments the download manager is further configuredto determine the probabilities of other states of the computer programbased on the current state of the computer program by querying theprobability tree database. In various embodiments the game systemfurther comprises a statistics engine configured to maintain theprobability tree database.

Various embodiments of the invention include a method of providing acomputer game. In these embodiments the method comprises executing gamelogic on a video server in a server side mode of game execution torender a video stream based on a game state and providing the videostream from the video server to a client over a communication network.The method further comprises dynamically determining, responsive to thegame state, a download sequence of a plurality of parts of an executablegame content, the executable game content being configured to generatevideo based on the game state, and providing the parts of the executablegame content to the client in parallel with the video stream accordingto the download sequence. In various embodiments dynamically determiningthe download sequence includes querying a probability tree database. Invarious embodiments the method further comprises determining a downloadrate for providing the parts of the executable game content to theclient, and in some of these embodiments determining the download rateincludes monitoring a bandwidth of a communication channel to theclient. In various embodiments, the method further comprises initiatinga transition from the server side mode of game execution to a clientside mode of game execution in which game logic is executed on theclient to render the video stream based on the game state. In some ofthese embodiments the method further comprises providing the parts ofthe executable game content to the client after initiating thetransition, and in still further embodiments providing the parts of theexecutable game content to the client after initiating the transitioncan be performed according to the download sequence. In still furtherembodiments, after initiating the transition, the method furthercomprises dynamically determining the download sequence responsive tothe game state.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 illustrates a game system, according to various embodiments ofthe invention.

FIG. 2 is further details of a video source configured to serve multiplevideo games, according to various embodiments of the invention.

FIG. 3 illustrates further details of a game server, according tovarious embodiments of the invention.

FIG. 4 illustrates a user interface, according to various embodiments ofthe invention.

FIG. 5 illustrates further details of a download manager, according tovarious embodiments of the invention.

FIG. 6 illustrates a decision tree, according to various embodiments ofthe invention.

FIG. 7 illustrates a method for downloading executable game content,according to various embodiments of the invention.

FIG. 8 illustrates methods of providing a computer game, according tovarious embodiments of the invention.

FIG. 9 illustrates methods of transferring a game session, according tovarious embodiments of the invention.

DETAILED DESCRIPTION

Various embodiments of the invention include simultaneously downloadingexecutable game logic and streaming game video to the same client,and/or transitioning from a server side mode of game execution to aclient side mode of game execution. These processes potentially involveseveral parties and systems. A video server system is configured toprovide streaming video to a client via a network in response to gamerules and received game commands. A download manager is configured toprovide executable game logic and related content to the client inparallel with the provision of the streaming video. The client isconfigured to receive the executable game logic and content whiledisplaying the streaming game video to a game player. Optionally, a gameserver is configured to maintain a global game state of a multiplayervideo game and to provide subsets of this game state to the video serversystem as well as other clients of the game server. The executable gamelogic can be provided by the game server, the video server system, or athird party system.

The server side mode is characterized by rendering of game video on avideo server and provision of the rendered video to a geographicallyremote client. In this mode the game video is responsive to gamecommands received at the video server from the client via acommunication network. The client side mode is characterized byrendering of game video on the client responsive to game commandsentered locally to the client. The server side mode and the client sidemode are not necessarily mutually exclusive. Game video is optionallyrendered at both the video server and the client and displayed on theclient in parallel or sequentially.

Transition logic configured for managing the transition between serverside mode and client side mode is optionally distributed among the abovedevices. For example, on the client the transition logic can beconfigured to terminate display of the streaming game video, receive acopy of a local game state, and/or initiate execution of the receivedexecutable game logic. On the video server system the transition logiccan be configured to terminate delivery of the streaming game video,provide the copy of the local game state to the client, determine whensufficient executable game logic has been provided to the client toinitiate the transition, and/or determine an order in which theexecutable game logic should be provided to the client. On the gameserver transition logic can be configured to redirect thecommunications, including game commands and game state, between thevideo server system and the game server such that these communicationsoccur between the game server and the client. Further features of thetransition logic are discussed elsewhere herein.

FIG. 1 illustrates a Game System 100 configured to execute a computerprogram, according to various embodiments of the invention. Game System100 is configured to provide a video stream to one or more Clients 110via a Network 115. Game System 100 typically includes a Video ServerSystem 120 and an optional Game Server 125. Video Server System 120 isconfigured to provide the video stream to the one or more Clients 110with a minimal quality of service. For example, Video Server System 120may receive a game command that changes the state of, or a point of viewwithin, a video game, and provide Clients 110 with an updated videostream reflecting this change in state with minimal latency. The VideoServer System 120 may be configured to provide the video stream in awide variety of alternative video formats, including formats yet to bedefined. Further, the video stream may include video frames configuredfor presentation to a game player at a wide variety of frame rates.Typical frame rates are 30 frames per second, 60 frames per second, and120 frames per second, although higher or lower frame rates are includedin alternative embodiments of the invention. In some embodiments, VideoServer System 120 is configured to provide three dimensional video data,e.g., matched video streams rendered from points of view separated bythe distance between a person's eyes.

Clients 110, referred to herein individually as 110A, 110B, etc., mayinclude terminals, personal computers, game consoles, tablet computers,telephones, televisions, set top boxes, kiosks, wireless devices,digital pads, stand-alone devices, handheld game playing devices, and/orthe like. Typically, Clients 110 are configured to receive encoded videostreams, decode the video streams, and present the resulting video to agame player, e.g., a player of a game. The processes of receivingencoded video streams and/or decoding the video streams optionallyincludes storing individual video frames in a receive buffer of theclient. The video streams may be presented to the game player on adisplay integral to Client 110 or on a separate device such as a monitoror television. Clients 110 are optionally configured to support morethan one game player. For example, a game console may be configured tosupport two, three, four or more simultaneous players. Each of theseplayers may receive a separate video stream, or a single video streammay include regions of a frame generated specifically for each player,e.g., generated based on each player's point of view. Clients 110 areoptionally geographically dispersed. The number of clients included inGame System 100 may vary widely from one or two to thousands, tens ofthousands, or more. As used herein, the term “game player” is used torefer to a person that plays a game and the term “game playing device”is used to refer to a device used to play a game.

Clients 110 are configured to receive video streams via Network 115.Network 115 may be any type of communication network between computingdevices including, a telephone network, the Internet, wireless networks,power line networks, local area networks, wide area networks, privatenetworks, and/or the like. Network 115 explicitly does not includecommunication channels completely within a computing device, such as amotherboard bus. In typical embodiments, the video streams arecommunicated via standard protocols, such as TCP/IP or UDP/IP.Alternatively, the video streams are communicated via proprietarystandards.

A typical example of Clients 110 is a personal computer comprising aprocessor, non-volatile memory, a display, decoding logic, networkcommunication capabilities, and input devices. The decoding logic mayinclude hardware, firmware, and/or software stored on a computerreadable medium. Systems for decoding (and encoding) video streams arewell known in the art and vary depending on the particular encodingscheme used.

Clients 110 may, but are not required to, further include systemsconfigured for modifying received video. For example, a client may beconfigured to perform further rendering, to overlay one video image onanother video image, to crop a video image, and/or the like. Clients 110may be configured to receive various types of video frames, such asI-frames, P-frames and B-frames, and to process these frames into imagesfor display to a game player. In some embodiments, one or more membersof Clients 110 are configured to perform further rendering, shading,conversion to 3-D, or like operations on the video stream. A member ofClients 110 is optionally configured to receive more than one audio orvideo stream. Input devices of Clients 110 may include, for example, akeyboard, a joystick, a pointing device, a force feedback device, amotion and/or location sensing device, a mouse, a touch screen, a neuralinterface, a camera, input devices yet to be developed, and/or the like.

The video stream (and optionally audio stream) received by Clients 110is generated and provided by Video Server System 120. As is describedfurther elsewhere herein, this video stream includes video frames (andthe audio stream includes audio frames). The video frames are configured(e.g., they include pixel information in an appropriate data structure)to contribute meaningfully to the images displayed to the game player. Ameaningful contribution is a contribution that is readily observable bya game player. As used herein, the term “video frames” is used to referto frames including predominantly information that is configured tocontribute to, e.g. to effect, the images shown to the game player. Mostof the teachings herein with regard to “video frames” can also beapplied to “audio frames.” Clients 110 may be configured to receive morethan one video stream at the same time. For example, Client 110B may beconfigured to receive a matched pair of video streams configured to forma three dimensional image when one of the streams is presented to oneeye and the other stream is presented to the other eye. Client 110B isoptionally configured to receive a first video stream from a firstsource, a second video stream from a second source, and to overlay thesetwo video streams for presentation to a game player.

Clients 110 are typically configured to receive inputs from a gameplayer. These inputs may include game commands configured to change thestate of the video game or otherwise affect game play. The game commandscan be received using input devices and/or may be automaticallygenerated by computing instructions executing on Clients 110. Thereceived game commands are communicated from Clients 110 via Network 115to Video Server System 120 and/or Game Server 125. For example, in someembodiments, the game commands are communicated to Game Server 125 viaVideo Server System 120. In some embodiments, separate copies of thegame commands are communicated from Clients 110 to Game Server 125 andVideo Server System 120. The communication of game commands isoptionally dependent on the identity of the command. Game commands areoptionally communicated from Client 110B through a different route orcommunication channel that that used to provide audio or video streamsto Client 110B. For example, a game command can be received from awireless device such as a cellular telephone and the audio and/or videostreams can be provided to a display such as a television set. Thewireless device and the display do not need to communicate directly. Inthis example, Client 110B comprises two separate devices. The commandsfrom the cellular telephone may pass through a cellular telephonenetwork or a wireless router.

In various embodiments, Clients 110 are configured to communicate add-ondata between each of Client 100 and Video Server System 120, or betweendifferent members of Clients 110. For example, an add-on that enablesvoice communication directly between clients can include thecommunication of audio data between clients. Add-on data that augmentsthe functionality of a server side computer program may be stored on oneof Clients 110 for use by a server side add-on or for use by a clientside add-on. Add-on data may also be stored on Video Server System 120or a separate add-on server, and be used by add-ons located on one ofClients 110, Video Server System 120 or the add-on server.

Game Server 125 is optionally operated by a different entity than VideoServer System 120. For example, Game Server 125 may be operated by thepublisher of a multiplayer game. In this example, Video Server System120 is optionally viewed as a client by Game Server 125 and optionallyconfigured to appear from the point of view of Game Server 125 to be aprior art client executing a prior art game engine. Communicationbetween Video Server System 120 and Game Server 125 can occur viaNetwork 115. As such, Game Server 125 can be a prior art multiplayergame server that sends game state information to multiple clients, oneof which is Video Server System 120. Video Server System 120 may beconfigured to communicate with multiple instances of Game Server 125 atthe same time. For example, Video Server System 120 can be configured toprovide a plurality of different video games to different game players.Each of these different video games may be supported by a different GameServer 125 and/or published by different entities. In some embodiments,several geographically distributed instances of Video Server System 120are configured to provide game video to a plurality of different gameplayers. Each of these instances of Video Server System 120 may be incommunication with the same instance of Game Server 125. Communicationbetween Video Server System 120 and one or more Game Server 125optionally occurs via a dedicated communication channel. For example,Video Server System 120 may be connected to Game Server 125 via a highbandwidth channel that is dedicated to communication between these twosystems.

Video Server System 120 comprises at least a Video Source 130, an I/ODevice 145, a Processor 150, and non-transitory Storage 155. VideoServer System 120 may consist of one computing device or be distributedamong a plurality of computing devices. These computing devices areoptionally connected via a communications system such as a local areanetwork.

Video Source 130 is configured to provide a video stream, e.g.,streaming video or a series of video frames that form a moving picture.In some embodiments Video Source 130 is also configured to provide anaudio stream. In some embodiments, Video Source 130 includes a videogame engine and rendering logic. The video game engine is configured toreceive game commands from a player and to maintain a copy of the stateof the video game based on the received commands. This game stateincludes the position of objects in a game environment, as well astypically a point of view. The game state may also include properties,images, colors and/or textures of objects. The game state is typicallymaintained based on game rules, as well as game commands such as move,turn, attack, set focus to, interact, use, and/or the like. Part of thegame engine is optionally disposed within Game Server 125. Game Server125 may maintain a copy of the state of the game based on game commandsreceived from multiple players using geographically disperse clients. Inthese cases, the game state is provided by Game Server 125 to VideoSource 130, wherein a copy of the game state is stored and rendering isperformed. Game Server 125 may receive game commands directly fromClients 110 via Network 115, and/or may receive game commands via VideoServer System 120.

Video Source 130 typically includes rendering logic, e.g., hardware,firmware, and/or software stored on a computer readable medium such asStorage 155. This rendering logic is configured to create video framesof the video stream based on the game state. All or part of therendering logic is optionally disposed within a graphics processing unit(GPU). Rendering logic typically includes processing stages configuredfor determining the three-dimensional spatial relationships betweenobjects and/or for applying appropriate textures, etc., based on thegame state and viewpoint. The rendering logic produces raw video that isthen usually encoded prior to communication to Clients 110. For example,the raw video may be encoded according to an Adobe Flash® standard,.wav, H.264, H.263, On2, VP6, VC-1, WMA, Huffyuv, Lagarith, MPG-x. Xvid.FFmpeg, x264, VP6-8, realvideo, mp3, or the like. The encoding processproduces a video stream that is optionally packaged for delivery to adecoder on a remote device. The video stream is characterized by a framesize and a frame rate. Typical frame sizes include 800×600, 1280×720(e.g., 720p), 1024×768, although any other frame sizes may be used. Theframe rate is the number of video frames per second. A video stream mayinclude different types of video frames. For example, the H.264 standardincludes a “P” frame and an “I” frame. I-frames include information torefresh all macro blocks/pixels on a display device, while P-framesinclude information to refresh a subset thereof. P-frames are typicallysmaller in data size than are I-frames. As used herein the term “framesize” is meant to refer to a number of pixels within a frame. The term“frame data size” is used to refer to a number of bytes required tostore the frame.

In alternative embodiments Video Source 130 includes a video recordingdevice such as a camera. This camera may be used to generate delayed orlive video that can be included in the video stream of a computer game.The resulting video stream optionally includes both rendered images andimages recorded using a still or video camera. Video Source 130 may alsoinclude storage devices configured to store previously recorded video tobe included in a video stream. Video Source 130 may also include motionor positioning sensing devices configured to detect motion or positionof an object, e.g., person, and logic configured to determine a gamestate or produce video-based on the detected motion and/or position.

Video Source 130 is optionally configured to provide overlays configuredto be placed on other video. For example, these overlays may include acommand interface, login instructions, video frames rendered fromanother game player's point of view, messages to a game player, imagesof other game players, video feeds of other game players (e.g., webcamvideo). In embodiments of Client 110B that include a touch screeninterface, the overlay may include a virtual keyboard, joystick, touchpad, and/or the like. In one example of an overlay a player's voice isoverlaid on an audio stream. Video Source 130 optionally furtherincludes one or more audio sources.

In embodiments wherein Video Server System 120 is configured to maintainthe game state based on input from more than one player, each player mayhave a different point of view comprising a position and direction ofview. Video Source 130 is optionally configured to provide a separatevideo stream for each player based on their point of view. Further,Video Source 130 may be configured to provide a different frame size,frame data size, and/or encoding to each of Client 110. Video Source 130is optionally configured to provide 3-D video.

I/O Device 145 is configured for Video Server System 120 to send and/orreceive information such as video, commands, add-ons, add-on data,requests for information, a game state, client identities, playeridentities, game commands, security information, audio data, and/or thelike. I/O Device 145 typically includes communication hardware such as anetwork card or modem. I/O Device 145 is configured to communicate withGame Server 125, Network 115, and/or Clients 110. I/O Device 145 isconfigured to receive the information from more than one of Clients 110.I/O Device 145 is optionally configured to receive the information aspackets using a standard such as TCP or UDP.

Video Server System 120 optionally further comprises a Client Qualifier160. Client Qualifier 160 is configured for remotely determining thecapabilities of a client, such as Clients 110A or 110B. Thesecapabilities can include both the capabilities of Client 110B itself aswell as the capabilities of one or more communication channels betweenClient 110B and Video Server System 120. For example, Client Qualifier160 may be configured to test a communication channel through Network115.

Client Qualifier 160 can determine (e.g., discover) the capabilities ofClient 110B manually or automatically. Manual determination includescommunicating with a game player of Client 110B and asking the gameplayer to provide capabilities. For example, in some embodiments, ClientQualifier 160 is configured to display images, text, and/or the likewithin a browser of Client 110B. The displayed objects represent requestthat the game player enter information such as operating system,processor, video decoder type, type of network connection, displayresolution, etc. of Client 110B. The information entered by the gameplayer is communicated back to Client Qualifier 160.

Automatic determination may occur, for example, by execution of an agenton Client 110B and/or by sending test video to Client 110B. The agentmay comprise computing instructions, such as java script, embedded in aweb page or installed as an add-on. The agent is optionally provided byClient Qualifier 160. In various embodiments, the agent can find outprocessing power of Client 110B, decoding and display capabilities ofClient 110B, lag time reliability and bandwidth of communicationchannels between Client 110B and Video Server System 120, a display typeof Client 110B, firewalls present on Client 110B, hardware of Client110B, software executing on Client 110B, registry entries within Client110B, whether Client 110B is connected via a wireless router, and/or thelike.

Client Qualifier 160 includes hardware, firmware, and/or software storedon a computer readable medium. Client Qualifier 160 is optionallydisposed on a computing device separate from one or more other elementsof Video Server System 120. For example, in some embodiments, ClientQualifier 160 is configured to determine the characteristics ofcommunication channels between Clients 110 and more than one instance ofVideo Server System 120. In these embodiments the information discoveredby Client Qualifier 160 can be used to determine which instance of VideoServer System 120 is best suited for delivery of streaming video to oneof Clients 110.

Download Manager 165 is configured to manage the downloading ofexecutable game content to Client 110B. This downloading occurs inparallel with the display to a game player of game video provided byVideo Source 130 to Client 110B. More than one of Clients 110 may eachsimultaneously receive both streaming game video and executable gamecontent. Downloading code parallel to streaming video means that packetsof executable game content are communicated to Client 110B at the sametime as, or between packets of, the streaming game video. DownloadManager 165 includes hardware, firmware and/or software stored on acomputer readable medium, and Download Manager 165 can be distributedamong one or more devices. The executable game content is configured forexecution on Client 110B and, when executed, to generate video, based ona game environment, for display to a game player.

In some embodiments, both game video and executable game content areprovided to Client 110B in a same data packet. For example, a packet mayinclude a video frame (of one of the various possible types) and datathat is part of the executable game content. The executable game contentis optionally inserted into the packet by Encoder 225A or Post Processor260 prior to delivery to I/O Device 145. In some embodiments, Encoder225A or Post Processor 260 is configured to examine packets including avideo frame, calculate how much more data can be placed in the packet,and insert executable game content to fill remaining space in thepacket. A preferred packet size is optionally used to make thiscalculation. At Client 110B the packet is parsed and the video frame isdecoded separately from the executable game content.

Download Manager 165 manages the downloading of executable game contentin part by controlling the rate, e.g., Mbits/second, at which theexecutable game content is downloaded. This rate is dependent on thesize of the data packets including the game code and the frequency atwhich these data packets are sent. Either of these factors can be variedto select a rate. The rate is selected based on 1) the availablebandwidth of the communication channel between Video Server System 120and Client 110B, and 2) the fraction of this bandwidth used to providethe streaming game video. For example, if the bandwidth of thecommunication channel is 15 Mb/sec and 10 Mb/sec is required to providethe streaming game video at a desired quality, then the rate at whichthe executable game content is downloaded will be limited to 5 Mb/sec.Generally, if X Mb/sec bandwidth is available and Y Mb/sec is used forthe streaming video, Download Manager 165 will limit the rate at whichthe executable content is downloaded to be less than (X-Y) Mb/sec.Download Manager 165 will reduce the rate at which the executable gamecontent is downloaded, relative to a maximum possible rate, so that thestreaming game video is received by client 110B with the desired levelof quality, e.g., a desired reliability at a given resolution, colordepth, and frame size, etc. Communicating the streaming video is givenpriority over downloading the executable game content.

Because the bandwidth of the communication channels between Video ServerSystem 120 and different members of Clients 110 can have differentbandwidths, the rate at which the same executable game content isdownloaded to these different members of Clients 110 can be different.Further, even if communication channels have the same bandwidths, therates at which executable game content is downloaded may be different ifthe rates at which streaming game video is downloaded to each of theClients 110 are different. For example, if Client 110A receivesstreaming video of a first frame size and Client 110B receives streamingvideo of a second frame size, the rate at which they received executablegame content can be different even if their respective communicationchannels have the same bandwidth.

The rate at which executable game content is downloaded from VideoServer System 120 to Client 110B can be dynamically varied over time.For example, if the bandwidth of the communication channel drops,Download Manager 165 may reduce the rate at which executable gamecontent is downloaded to Client 110B in response to this drop. The dropin bandwidth is sometimes detected by monitoring for lost packets. Insome embodiments, Download Manager 165 is configured to automaticallyreduce the rate at which the executable game content is downloaded ifexecutable game content packets and/or streaming video packets are lost.The rate at which the streaming game video is communicated can be heldconstant, while the rate at which executable game content is downloadedis reduced. For example, if reducing the rate at which streaming gamevideo is communicated would cause the quality of the video presented toa game player to drop below a minimum quality, then the rate at whichexecutable game content is downloaded will be reduced before reducingthe rate at which the streaming game video is communicated. The ratio ofexecutable game content to streaming game video communication rates isthus reduced.

The rate at which executable game content is downloaded can beincreased, as well as decreased, during the download process. Forexample, after a temporary reduction in communication channel bandwidththe rate can be incrementally increased to test whether a higherdownload rate is possible. If packets are lost then the download rate isagain lowered a bit. Using this approach, optimum download rates can befound, even when the bandwidth of the communication channel varies withtime. In some embodiments, the downloading of executable game contentbegins by starting at a relatively slow download rate and increasing thedownload rate until packets are lost. At this point the rate at whichthe executable game content is downloaded is reduced until packet lossreaches an acceptable level.

In some embodiments, Download Manager 165 is configured to receive anestimate of the available bandwidth between Video Server System 120 andClient 110B. This available bandwidth can be determined using testingdiscussed elsewhere herein and may include more than one communicationchannel. For example, an estimate of the available bandwidth can bereceived from Client Qualifier 160. Packets of the executable gamecontent are optionally downloaded via a different communication channelthan the streaming game video. These different communication channelsmay have some segments in common. For example, the executable gamecontent may be downloaded from a Code Source 170 while the streaminggame video is communicated from Video Source 130. Code Source 170 isoptionally disposed at a location geographically remote from VideoSource 130. Thus, the executable game content may pass through differentsegments of Network 115 relative to the streaming game video. Even ifsome segments are different, the executable game content and streaminggame video may both pass through other segment(s) of Network 115, e.g.,the final segment connecting Network 115 and Client 110B.

Depending on which segments of Network 115 limit the bandwidth of thecommunication channels through which the executable game content andstreaming game video are communicated, it is sometimes possible tocommunicate and download more total bytes than would be possible throughjust one channel. For example, if a first communication channel throughwhich the streaming game video is communicated is limited to a bandwidthof X Mbits/sec by a segment that is not used to download the executablegame content, then the total amount of bytes of both the streaming gamevideo and the executable game content that can be downloaded will begreater than X Mbits/sec. It is sometimes possible to increase the rateat which the executable game content is downloaded until either thebandwidth of a second communication channel used to download theexecutable game content is reached or the capacity of a segment ofNetwork 115 shared by both the first and second communication channel isreached. The rate at which the executable game content is downloaded canbe increased until either packets of the executable game content orpackets of the streaming game video are dropped too frequently. Thisrate is then reduced to an optimum value at which no or an acceptableamount of packets are dropped. The determination of optimumcommunication and download rates can be managed using Download Manager165 and/or Client Qualifier 160.

Code Source 170 includes a storage device such as a hard drive and/orsolid state memory configured to store the executable game logic andoptionally related content. Code Source 170 is optionally disposed in alocation geographically distant from other parts of Video Server System120. For example, a single instance of Code Source 170 in a firstlocation can be shared by more than one Video Server System 120 locatedin more than one different location. In these embodiments, Code Source170 is configured to provide multiple copies of executable game content(game logic and related content) to different members of Clients 110 inparallel, each copy sometimes being provided in parallel with streaminggame video provided to the same members of Clients 110. Code Source 170is optionally included in and/or managed by the same party as GameServer 125. Code Source 170 is optionally configured to provideexecutable game content for more than one video game title. Theexecutable game content optionally includes add-ons and/or add-on data.

In some embodiments all or parts of Code Source 170 is distributed amongsome multiple devices, optionally including members of Clients 110. Inthese embodiments all or parts of the executable game content can beprovided from one of Clients 110 to another of Clients 110 on apeer-to-peer basis. For this purpose, the testing and monitoring ofcommunication channels described in relation to communication betweenCode Source 170 and Video Source 130 (as part of Video Server System120) can also be applied to communication channels between members ofClients 110. For example, parts of the executable game content receivedby Client 110B can be received from Video Server System 120, Client 110Aand/or a Client 110C (not shown). In some instances the relativeproximity (e.g., network distance) of Client 110A and Client 110B may bemuch closer than the proximity of Client 110B and Video Server System120. The peer-to-peer communication channels may, therefore, bepreferred. The selection of which parts of the executable game contentare received from which source is optionally made to optimize thedelivery to Client 110B. When delivering from peer-to-peer the burden oneach peer may be reduced by using more than 3, 5 or 10 more peers assources. Download Manager 165 is optionally configured to manage thepeer-to-peer communication. Video may also be generated and/or deliveredon a peer-to-peer basis.

Download Manager 165 is optionally configured to manage the order inwhich the executable game content is downloaded. For example, the orderin which the executable game content is downloaded can be changed inresponse to a state of the video game stored on Video Server System 120or Client 110B. Download Manager 165 is optionally configured to monitorthis state while the game is executed in either streaming and/or clientside modes.

Download Manager 165 is further configured to manage downloading of agame state to Client 110B. This game state is the game state used byVideo Source 130 to generate the streaming game video. The game statecan be downloaded from an optional State Source 175 or from Game Server125. In some embodiments, once an initial state is downloaded, DownloadManager 165 is further configured to download updates such that twocopies of the game state are maintained. For example, one copy of thegame state can be stored at State Source 175 (and used by Video Source130) while a second copy of the game state is maintained on Client 110B.

State Source 175 includes storage such as a hard drive and/or solidstate memory configured to store a state of a video game. The storedstate is optionally a subset of a global game state stored at GameServer 125, and is typically updated based on commands received frommembers of Clients 110 and/or state updates received from Game Server125.

Download Manager 165 is optionally further configured to monitor theprogress of the download of the executable game content and to initiateexecution of the downloaded code on Client 110B using a Transition Logic180. The initiation can occur when an executable subset of theexecutable game content is downloaded or when all of the executable gamecontent is downloaded. Download Manager 165 is typically configured todetect when one or both of these conditions are met.

The initiation can be automatic or manual. Automatic initiation isperformed by Transition Logic 180 and without requiring any action by agame player of Client 110B, while manual initiation requires some actionby the game player. In automatic initiation commands are sent fromTransition Logic 180A to Transition Logic 180C on Client 110B that causethe executable game content to install and/or start. Not all types ofClient 110 necessarily allow remote automatic initiation of programexecution for security reasons.

In manual initiation, a game player takes some action to start or permitthe execution of the downloaded executable game content. For example,the game player may click on a button that allows execution of aninstallation program that installs the executable game content, setsconfiguration and data files, and/or starts execution of the game codeonce installed. This is a minimal interaction case in which the gameplayer merely needs to make a single click. In other embodiments a gameplayer must first initiate an installation of a game client from thedownloaded executable game content, answer configuration questionsduring the installation, enter a license key, manually initiateexecution of the installed game client, and/or the like. In variousembodiments, any combination of these tasks may or may not be requiredof the game player.

In some embodiments, manual initiation of the execution of thedownloaded executable game content is facilitated by controls presentedto the game player through the same browser window as the streaming gamevideo is displayed. For example, an initiation button can be presentedto the game player as part of an overlay placed on the game video, or aninitiation button can be displayed in another part of the same browserwindow as the streaming game video is shown. The streaming game videoand the initiation control are optionally in different frames of thebrowser window.

In some embodiments, a game player is given control over when executionof the downloaded code is initiated. For example, a message may bedisplayed to a game player stating that game play must be transitionedfrom server side mode to client side mode within a predetermined time,e.g., 5 minutes. This message may be displayed as an overlay or may bedisplayed elsewhere in the browser window in which the streaming videois displayed, or may be displayed in a separate window. The message caninclude a button allowing the game player to initiate the transition ata time of their choosing, within the predetermined time. The messageoptionally counts down the predetermined time. At the end of this timethe streaming game video is no longer provided to the client, althoughalternative content not including a real-time game play may be provided.In some embodiments, initiation of execution of the downloadedexecutable game content on Client 110B requires that a game playermanually terminate receipt of the streaming game video, manually performan installation of a game client based on the executable game contentand then manually initiate execution of the game client. The game playeris optionally given the predefined period of time in which to manuallyperform all or part of this transition.

In some embodiments permission to begin downloading is received from thegame player and this permission is also used to initiate execution ofboth installation routines and the video game client. For example, amessage can be presented to the game player requesting permission todownload the executable game content and also execute the downloadedcode when ready. This control can be presented through the controlpresentation approaches discussed elsewhere herein. The control can bepresented once a game player requests the game, once the communicationof streaming game video starts, or some time after the streaming gamevideo is presented to the game player. For example, in variousembodiments, downloading of executable game content only occurs after apredetermined time delay, after a specific game state is reached, aftera player advances to a certain stage in the game, after a player saves agame state, and/or the like. A request for permission to begindownloading and/or to initiate execution of the executable game contentis optionally accompanied by an option to purchase the game. Forexample, initiation of downloading and/or initiation of execution mayrequire a payment.

In some embodiments, downloading of the executable game content does notbegin until delivery of the streaming game video has been terminated bya game player. For example, Download Manager 165 may be configured tooffer a game player to download the executable game content once thegame player stops playing the game. Thus, in one embodiment, the gameplayer may play the game in server side mode for 30 minutes (or someother time period) and then exit the game. Upon exiting the game thegame player is offered an opportunity to purchase the game. If the gameplayer accepts the executable game content is downloaded. The order ofthe download is optionally dependent on what the game player has done inthe game while in the server side mode. For example, executable gamecontent needed to support a current location of a game player's avatarmay be downloaded first.

The game player may or may not decide to resume the game while thisdownload is in progress. If the game player decides to resume the gamethen Download Manager 165 is configured to first determine if anexecutable subset (or all) of the executable game content has alreadybeen downloaded. If the executable subset or all of the executable gamecontent has been downloaded then the downloaded game code is executed.If the executable subset or all of the executable game content has notbeen downloaded then the game is again executed in the streaming mode.Further executable game content may or may not be downloaded while thegame is again played in server side mode. Periods of server side modeplay can be interspersed with periods of downloading as the game playerengages in multiple game sessions over time.

In some embodiments it may be found that what was thought to be anexecutable subset of the game code is not sufficient for a game playerto play the game. For example, if the game player directs an avatar intoa higher level region of the game before support for that region hasbeen downloaded the client side mode of the game may be interrupted.Download Manager 165 is optionally configured to revert to server sidemode execution of the game if this occurs. In this case the varioustransition steps described herein can be performed in reverse.

While the receipt of streaming game video does not typically initiallyrequire that the game player have an account registered beforecontrolling an avatar, receiving the streaming game video, receiving thegame code, saving a game state resulting from the game player's actionsin the game and/or transitioning from server side mode to localexecution mode typically do require an account. The account can beestablished automatically or by the game player. In some embodiments,Game Server 125 sometimes requires an account in order to play amultiplayer game. In these embodiments, an instance of Account Manager185 within Video Server System 120, or elsewhere within Game System 100,may establish a temporary account meeting the requirements of GameServer 125. For example, Account Manager 185 may be configured toautomatically generate a user name, password, geographic location,and/or the like. This account information is then used to establish agame session between Video Server System 120 and Game Server 125. Thisgame session is used to communicate game commands and game stateinformation between Video Server System 120 and Game Server 125. Becauseof Account Manager 185 a game player can start playing a server basedvideo game before any account information is provided by the gameplayer. Account information may be gathered from the game player overtime, at a particular point in the game, when the player tries to savethe status of a game, or when local execution of the game is initiated.For example, a game player may be asked to establish a user name andpassword after the game player has played for 5, 10 or 15 minutes, whena game player reaches a predetermined game level or game state, when agame player attempts to save a game state, and/or the like. The gameplayer may also be asked to pay for the game when establishing accountinformation. A request to establish an account is optionally presentedas an overlay on the streaming video or optionally elsewhere on the samebrowser window as the streaming game video is presented.

In some embodiments, when switching between server side rendering ofgame video (server side mode) and client side rendering of game video(client side mode) of the game, Transition Logic 180A is configured toprovide account information received by Video Server System 120 fromClient 110B to Game Server 125. Transition Logic 180B uses this accountinformation to replace account information that was automaticallygenerated by Account Manager 185. For example, when a game player firstinitiates a streaming video game, Account Manager 185 may provide GameServer 125 with a randomly generated user name (SLE4IF45FFK1) andpassword (kalLI28Iup). Prior to transition between server and clientexecution modes, a user name (EmmaP) and password (4mybutterfly)selected by the game player is received by Video Server System 120.Around the time of transition the game player selected accountinformation is sent from Transition Logic 180A to Transition Logic 180Band these values are used by Transition Logic 180B to replace theautomatically generated account data in the memory of Game Server 125.Thus, game player selected account information replaces the temporaryaccount information automatically generated by Video Server System 120.

In some embodiments, the account information automatically generated byVideo Server System 120 further includes a server selection, playerreferral information, a geographical location, and/or the like. Playerreferral information is information regarding how a player wasintroduced to a game. A player may be introduced by a website, anadvertisement a marketing program, another game player, etc. In thesecases the referral information typically includes an identity of thereferrer. For example, a link configured to allow a first game player toplay a streaming video game may be displayed on a page of a second gameplayer on a social networking web site. An identifier of the secondplayer (or avatar thereof) can be included within the link and VideoServer System 120 is configured to use this identifier to identify thesecond player. The identity of the second player can be used by AccountManager 185 or Game Server 125 to give the second player credit forreferring the first player. Further, the identity of the second playercan be used by Game Server 125 to place the first player on a same gameserver, avatar faction, location in a game environment, etc. as thesecond player. These are further examples of account information that isoptionally generated by Video Server System 120.

In a more specific example, a copy of the streaming game video or aframe thereof, from the game World of Warcraft®, is provided by VideoSource 130 to the first player at Client 110B is provided to theFaceBook® page of the first player. This copy of the streaming gamevideo is associated on the page with a link configured to allow thesecond player to join the first player in playing World of Warcraft.When the link is clicked by the second player an identifier is sent toan instance of Video Server System 120. Account Manager 185 uses thisidentifier to look up the World of Warcraft server, player faction(Horde or Alliance), and optionally location within the World ofWarcraft game space, of the first player. Account Manager 185 uses thisinformation to automatically generate (or suggest) account informationfor the second player that places the second player on the same World ofWarcraft server and player faction as the first player. Account Manager185 may also provided information to Game Server 125 identifying thefirst player as having referred the second player. Thus, the firstplayer can get credit for bringing the second player into the game.

Some of the account information communicated from Video Server System120 to Game Server 125 by Account Manager 185 is generated during gameplay. For example, during game play a game player may associate add-onswith an account or establish avatars. This information can becommunicated to where it is needed for client side execution mode as itis generated, when the game is next saved, as part of a periodiccommunication event, and/or the like.

Transition Logic 180 is optionally configured to communicate otherinformation between elements of Game System 100. For example, installedadd-on code and generated add-on data may be transferred to Client 110Bfrom Video Server System 120 or elsewhere in Game System 100. Thistransfer may occur at the time of transition or prior to transition. Insome embodiments, generated add-on data and/or add-on code is copied toClient 110B in parallel with the communication of streaming game videofrom Video Source 130 to Client 110B.

A game player's account information optionally includes an IP (InternetProtocol) address to which Game Server 125 provides game stateinformation. This IP address may be different for different loginsessions. For example, each time a game player logs into play the videogame provided by Game Server 125 Video Source 130 may be provided adifferent IP address. Likewise Client 110B may have a different IPaddress for each session in which it receives streaming game video fromVideo Source 130. In the prior art, the IP address to which Game Server125 sends game state information does not change within an individualgame session. If the IP address changes the game player must loginagain, or start from some initial state to start a new game session. Inthis way the IP address is associated with a game player authenticatedby the login. Likewise, when game commands are received by Game Server125, the IP address from which the commands are sent is used to assignthe commands to a specific game session/game player.

In some embodiments of the invention, the IP address to which GameServer 125 sends game state information, and from which game commandsare received, are changed within a single game session. For example,when the transition between streaming game mode and local game mode isperformed Game Server 125 switches from sending game state informationto and receiving game commands from Video Source 130 to sending the gamestate information and receiving the game commands from Client 110B. Thisis optionally accomplished without requiring that the game player loginagain.

To change the IP address Transition Logic 180A sends the client IPaddress that Video Source 130 uses to communicate with Client 110B, toGame Server 125. The client IP address is accompanied by a request thatGame Server 125 send game state information to Client 110B and/or toaccept game commands from Client 110B. At Game Server 125 TransitionLogic 180B receives this client IP address and associates it with aparticular game session. Future game states are then sent to this clientIP address in addition to or instead of the IP address of Video Source130. Likewise, if game commands are received at Game Server 125 from theclient IP address they are associated with the game session of the gameplayer. This association is made even when the game session, andoptional login, were initially established via Video Source 130.Further, the game server IP address used by Video Source 130 tocommunicate with Game Server 125 is optionally provided to Client 110Bso that Client 110B can send game commands directly to this game serverIP address. Providing this game server IP address to Client 110B isoptional in embodiments wherein the IP address of Game Server 125 isincluded within the executable game content downloaded to Client 110B.

In some embodiments, by associating the client IP address with the gamesession, the game session is associated with more than one client. Inthis case the subset of the game state may be sent to both clients. Forexample, the subset of the game state can be sent from Game Server 125to both Client 110B and Video Source 130. (Game Server 125 views VideoSource 130 as a client, and may or may not differentiate Video Source130 and Client 110B as different types of clients.) After some time, theassociation between the game session and the IP address of Video Source130 may be dropped. In some embodiments, associating the client IPaddress with the game session automatically results in dissociating theIP address of Video Source 130 with the game session. Whether or not thedissociation occurs immediately or two IP address are associated withthe game session for some time, the end result is that Transition Logic180 causes the game session to be reassigned from a first client to asecond client. This reassignment optionally occurs during a single gamesession, without starting a new game session.

Download Manager 165 and/or Transition Logic 180 are optionallyconfigured to maintain two copies of the subset of the game state usedby Video Source 130 to render streaming game video. One of these copiesis located at Video Source 130 and the other at Client 110B. Thesecopies are maintained by sending state updates to Client 110B fromeither Video Source 130 or Game Server 125. The two copies of the stateallow the execution mode transition to take place without inconsistencyin the state experienced by the game player. Specifically, the samestate is available to both the game logic executing on Video Source 130and game logic executing on Client 110B. The two copies of the state aremaintained for a period of time prior to, during and/or after thetransition. This period of time can be short. In some embodiments, thegame logic on Video Source 130 and the game logic on Client 110B areexecuted in parallel for a time such that two copies of video framesconfigured for presentation to the game player are generated indifferent places. Execution of the downloaded executable game contentone Client 110B is optionally initiated while the streaming game videois still being communicated to and/or displayed on Client 110B.

In some embodiments Transition Logic 180 and/or the downloadedexecutable game content is configured to terminate presentation of thestreaming game video received by Client 110B from Video Source 130 uponexecution of the downloaded executable game content. For example, theexecutable game content may, when executed, close a browser window inwhich the streaming game video is being presented. Alternatively, theexecutable game content may be configured to redirect the browser windowfrom Video Source 130 to a video output of the executable game content.For example, Transition Logic 180C may provide a URL of a local outputof the executed game code to the browser window such that the videostream received from Video Source 130 is replaced by the video output ofthe downloaded executable game content. The next time the executablegame content is executed it is optionally configured to present gamevideo in its own program window rather than a browser.

As discussed elsewhere herein, in some embodiments Download Manager 165and/or Transition Logic 180 are configured to begin execution of thedownloaded executable game content after only a subset of this game codeis downloaded. Typically Download Manager 165 is configured to increasethe rate at which the executable game content is downloaded aftertransition because the download rate need no longer be limited in orderto assure a minimal quality of the streaming game video.

Processor 150 is configured to execute logic, e.g. software, includedwithin the various components of Video Server System 120 discussedherein. For example, Processor 150 may be programmed with softwareinstructions in order to perform the functions of Video Source 130, GameServer 125, Client Qualifier 160, Download Manager 165, Code Source 170,State Source 175, and/or Transition Logic 180A. Video Server System 120optionally includes more than one instance of Processor 150. Processor150 may also be programmed with software instructions in order toexecute commands received by Video Server System 120, or to coordinatethe operation of the various elements of Game System 100 discussedherein. Processor 150 may include one or more hardware devices.Processor 150 is an electronic processor.

Storage 155 includes non-transitory analog and/or digital storagedevices. For example, Storage 155 may include an analog storage deviceconfigured to store video frames. Storage 155 may include a computerreadable digital storage, e.g. a hard drive, an optical drive, or solidstate storage. Storage 155 is configured (e.g. by way of an appropriatedata structure or file system) to store video frames, artificial frames,a video stream including both video frames and artificial frames, audioframe, an audio stream, add-ons, add-on data, executable game content,and/or the like. Storage 155 is optionally distributed among a pluralityof devices. In some embodiments, Storage 155 is configured to store thesoftware components of Video Source 130 discussed elsewhere herein.These components may be stored in a format ready to be provisioned whenneeded.

FIG. 2 illustrates further details of Video Source 130 configured toserve multiple video games, according to various embodiments of theinvention. The multiple video games can include multiple instances ofthe same video game and/or instances of different video games. The videogames are optionally multiplayer games. For example, a game state of oneor more of the video games may be maintained by one or more instances ofGame Server 125 each based on inputs received from multiple clients. Theelements of Video Source 130 illustrated in FIG. 2 are optionallyexecuted using Processor 150.

The video games are executed using different instances of Game Logic210, individually labeled 210A, 210B, 210C, etc. Game Logic 210 isconfigured to use a game state to determine a game environment that canbe rendered to a video stream configured to be presented to a gameplayer. The game environment is a two or three dimensional virtualenvironment including in-game objects, avatars, locations of objects,their shapes, textures, and spatial relationships there between, and thelike. A game environment can include vertex data, transformation dataand texture data, and/or the like.

Game Logic 210 is configured to provide a video game as part of a “gamesession.” A game session is optionally a time period between a gameplayer logging on to play a video game and logging off, or beingotherwise disconnected from the game. In embodiments where a game playerplays a game without an established account to login to, a game sessionis a continuous time period during which a game player's progress and/orstate is trackable and maintained by the game program. If the player isnot associated with an account to which game progress and/or state issaved, then the game progress and state are lost when the game sessionterminates. Game sessions may exist between Client 110B and Video Source130, between Client 110B and Game Server 125, and between Video Source130 and Game Server 125. In some embodiments, a game session istransferred from being between Game Server 125, and Video Source 130 tobeing between Client 110B and Game Server 125, (and/or vice versa)without termination of the game session.

The rendering of the game environment is typically based on one or morepoints of view associated with a specific game player. These points ofview can be drastically different, such as an overhead view and aforward view. Or, the points of view can be from positions differing byapproximately the distance between a person's pupils, and configured tocreate a 3D image. Video Source 130 may include more than 1, 2, 3, 5, 7,15, or 31 instances of Game Logic 210. Game Logic 210 is optionally aclient of Game Server 125 and may be configured to communicate with GameServer 125 via Network 115.

Game Logic 210 is configured to receive game commands from one or moreof Clients 110 and to process the received commands according to a setof game rules. These rules cover, for example, how avatars interact withother avatars or in game objects, avatar movement, game instancemanagement, and/or the like. Game Logic 210 is optionally alsoconfigured to generate audio data based on events within the game. Thisaudio data may represent a gunshot, a splash, an engine, voice, flying,rain, music, or any other sound that could occur in a game. For example,an event such as one object hitting another may result in audio datarepresenting a related sound. Game Logic 210 includes hardware,firmware, and/or software stored on a computer readable medium. GameLogic 210 is typically associated with related game content.

Each instance of Game Logic 210 can be disposed on a separate computingdevice or several instances of Game Logic 210 could be disposed on thesame computing device or a single instance of Game Logic 210 could bedisposed across multiple computing devices. Instances of Game Logic 210can dynamically change the number and/or identify of computing devicesused depending on the requirements of the game environment the gameplayer is currently experiencing. Instances of Game Logic 210 disposedon the same computing device are optionally executed within separatevirtual machines or virtual I/O shells. In some embodiments, differentinstances of Game Logic 210 are configured to communicate game commandsand/or game state information directly to each other, e.g., withoutnecessarily communication through Game Server 125.

Game Logic 210 typically executes on top of an Operating System (OS)215. Operating System 215 may include Windows™, Linux, UNIX, Mac OS™,Solaris™, and/or the like. A virtual machine platform may operatebetween Operating System 215 and Game Logics 210. The virtual machineplatform can include commercial systems such as ESX, Hyper-V, and/or thelike. In these embodiments, one or more of Game Logic 210 can beexecuted within a virtual machine. Multiple instances of Game Logic 210may execute on the same instance of Operating System 215. For example,FIG. 2 illustrates Game Logic 210A and Game Logic 210B both executing onthe same Operating System 215. Instances of Game Logic 210 executing onthe same Operation System 215 may, or may not, be configured for playingthe same video game. For example, Game Logic 210A, 210B and 210C may allbe World of Warcraft® clients, or may be clients of World of Warcraft®,Eve® and Call to Arms® respectively.

In some embodiments, the game environments determined by Game Logic 210are passed to an optional Virtual 3D Video Driver 220. Virtual 3D VideoDriver 220 is configured to appear, from the point of view of Game Logic210, as a non-virtual 3D video driver controlling a graphics processingunit. Each instance of Game Logic 210 may be associated with its owninstance of Virtual 3D Video Driver 220, or Virtual 3D Video Driver 220may be shared by two or more instances of Game Logic 210. In someembodiments, game audio determined by each Game Logic 210 is passed toan optional Virtual Audio Driver 285. Game audio includes sound dataconfigured to be presented to a game player as part of an audio stream.The game audio can result from rules of the game, e.g., shooting a gunshould result in a popping sound, or may be received from other sourcessuch as music tracks, members of Clients 110, a microphone, and/or thelike.

In alternative embodiments, Game Logic 210 is configured to include thefunctionality, as discussed herein, of Virtual 3D Video Driver 220and/or Virtual Audio Driver 285. In these embodiments, Virtual 3D VideoDriver 220 and/or Virtual Audio Driver 285 are not required.

Virtual 3D Video Driver 220 is further configured to pass the receivedgame environments to a (non-virtual) 3D Driver 230. Optionally thedelivery of game environments to 3D Driver 230 is coordinated by thevarious instances of Virtual 3D Video Driver 220. For example, deliverycan be coordinated such that 3D Driver 230 receives game environmentsfrom only one or a minimum number of Virtual 3D Video Driver 220 at atime. In typical embodiments, each of Virtual 3D Video Driver 220 isconfigured such that they appear to be a separate process and a separatesource of video data to 3D Driver 230. As such, 3D Driver 230 isconfigured to keep track of which video data results in which videoframes after rendering.

The video data received by 3D Driver 230 are passed to GraphicsProcessing Unit (GPU) 235 for rendering into raw video frames. GraphicsProcessing Unit 235 is optionally used to render more than one videostream in parallel. For example, Graphics Processing Unit 235 maygenerate a first video stream based on video data received from GameLogic 210A, generate a second video stream based on video data receivedfrom Game Logic 210B, generate a third video stream based on video datareceived from Game Logic 210C, etc. in parallel. The parallel productionof video streams includes the generation of these streams at the sametime. However, parallel production of video streams may, but does notnecessarily, include the processing of individual frames at the sametime within Graphics Processing Unit 235. For example, in someembodiments 3D Driver 230 alternatively passes the video data generatedby the various members Game Logic 210 to Graphics Processing Unit 235.Data generated by Game Logic 210A is used to make a video frame, andsubsequently data generated by Game Logic 210B is used to make a videoframe, etc. In this case, the video streams are produced in parallelwhile individual frames are produced in series. Alternatively, more thanone video frame may be generated within Graphics Processing Unit 235 atthe same time. In this case a first part of Graphics Processing Unit 235is used to generate one frame while a second part of Graphics ProcessingUnit 235 is used to generate a second frame, the first and second framesarising from video data produced by different Game Logic 210. In someembodiments, one set of graphical computation cores is used to generatethe first frame while a second set of graphical computation cores isused to generate the second frame, at the same time. The resulting videoframes are passed back to the control of 3D Driver 230.

Virtual 3D Video Drivers 220 are optionally configured to manage thetransfer of raw rendered video frames from 3D Driver 230. For example,Virtual 3D Drivers 220 may be used to coordinate the transfer of videoframes from the control of 3D Driver 230 to a Shared Memory 240.(Following rendering, the video frames are in a memory of GraphicsProcessing Unit 235 or a memory managed by 3D Driver 230. In either casethey are under the control of 3D Driver 230.) As Virtual 3D VideoDrivers 220 manages the communication of video data and frames to andfrom 3D Driver 230, in some embodiments, they are capable of placing thevideo frames within parts of Shared Memory 240 associated with specificVideo Dynamic Encoding Pipelines (DEPs) 245. The Video DEPs 245 areindividually identified as Video DEP 245A, Video DEP 245B, Video DEP245C, etc. In these embodiments, each Video DEP 245 is assigned specificmemory locations within Shared Memory 240, and is configured to retrievevideo data from those locations.

In other embodiments, Virtual 3D Drivers 220 are configured to managethe transfer of video data to Shared Memory 240 based on timing. Inthese embodiments, the transfers managed by each of Virtual 3D Drivers220 are synchronized and the Virtual 3D Drivers 220 notify each VideoDEP 245 when data for them is in Shared Memory 240. Once this data isretrieved by the notified member of Video DEPs 245, data for anothermember of DEPs is transferred from 3D Driver 230 to Shared Memory 240under the control of Virtual 3D Video Drivers 220. In these cases pixelsread back from the local GPU memory to Shared Memory 240 can be based ona schedule. As used herein the terms “in sync” and “synchronized” aremeant to mean that the two events are related in time by a schedule, bya timing signal, by a time delay, or that one event does not start untilthe other event has satisfied a condition, e.g., has completed. Forexample, Virtual 3D Drivers 220 may operate in sync such that a gameenvironment is provided to 3D Driver 230 from a first of Virtual 3DDrivers 220 once Graphics Processing Unit 235 has completed rendering ofa game environment from a second of Virtual 3D Drivers 220. The timingof this synchronization is optionally selected to make optimum use ofGraphics Processing Unit 235.

As a result of the management by Virtual 3D Video Drivers 220, themultiple video streams can be stored in Shared Memory 240 withoutconfusing which frames belong to which video stream. Shared Memory 240is optionally configured to store audio as well as video data. Thisaudio data may be stored and/or managed in ways similar to thatdiscussed with respect to video data.

Virtual Audio Drivers 285, are optionally part of a virtual I/O shellbetween Game Logic 210 and OS 215. They are configured to appear fromthe point of view of Game Logic 210 as an audio driver and to pass anyaudio data they receive from Game Logic 210 to one of Audio DEP 270. Forexample, in some embodiments, the Virtual Audio Driver 285 associatedwith Game Logic 210A is configured to send audio data to Audio DEP 270A,and the Virtual Audio Driver 285 associated with Game Logic 210B isconfigured to send audio data to Audio DEP 270B, etc.

Shared Memory 240 includes random access memory (RAM) or a similarmemory configured for efficient reading and writing of video data.Shared Memory 240 is configured to store video data for a plurality ofdifferent Video DEP 245. Video data for different Video DEPs 245 isoptionally stored at the same time in Shared Memory 240. Shared Memory240 may consist of a single hardware device or may include multipledevices.

Video DEPs 245 are dynamically allocated encoding pipelines that areeach configured to encode video data rendered using Graphics ProcessingUnit 235. Each member of Video DEPs 245 is configured to encode to videoformats specified at the time the Video DEP 245 is provisioned. Thisformat specification is typically based on the needs of one of Clients110 and/or the capabilities of the communication path between VideoServer System 120 and the Client 110. Video DEPs 245 are optionallyprovisioned dynamically in response to a request from one of Clients110. For example, when Client 110B connects to Video Server System 120and sends a request for a video stream, Video DEP 245 can be provisionedto include elements, such as an encoder, selected specifically to meetneeds of Client 110B. As is discussed elsewhere herein, a member ofVideo DEPs 245 is optionally configured to use more than one encodingscheme.

Video DEPs 245 each include a Grabber 247 configured to grab video datafrom Shared Memory 240 and transfer this video data to a memory of theVideo DEP 245. The Grabber 247 is optionally under the control of amember of Virtual 3D Video Drivers 220. For example, in variousembodiments, Grabber 247 is controlled by a member of Virtual 3D Drivers220 to grab the video data from a specific location within Shared Memory240 and/or at a specific time in synchronization with the transfer ofvideo data to other members of Video DEPs 245.

Video DEP 245 each optionally includes an Overlay Logic 290 configuredto overlay one or more video images on the video data, e.g., frames,generated by Graphics Processing Unit 235. An overlay is a first imageto be placed on a second image, or a sound added to another sound.Overlays may be applied with varying levels of transparency. Forexample, the first image can be opaque and, thus, completely hidecovered parts of the second image, or the first image can be partiallytransparent in which case the second image can still be somewhat visibleunder the first image. An overlay may cover all or part(s) of theunderlying image. For example, an overlay may be configured to covercertain pixels within a larger area. In this case the overlay is mappedto pixels on a display of one of Clients 110 or mapped to pixels withinan image generated by Graphic Processing Unit 235. The mapping can beaccomplished in various ways. For example, a lower left pixel of theoverlay may be assigned to a specific pixel on a video frame generatedby Graphics Processing Unit 235. In some embodiments, Overlay Logic 290is configured to resize an overlay prior to applying the overlay.Overlay Logic 290 is optionally located in other positions within VideoDEP 245A. For example, after Preprocessor 250.

The overlays can include a wide variety of pixel/video images. Forexample, an overlay can include a real-time or static image of a gameplayer received via the internet, a real-time or static image of asporting (or other) event, an image of a input control (e.g., “a,” “b,”“TAB,” “Return,” “Space Bar,” “Function Key,” “Arrow,” and/or other keysor input devices), a map, text, and/or the like. Overlays can varywidely in size and shape. In some cases the overlay is the result ofrendering a 3D game environment. More than one overlay can be placed onan image. These overlays can be overlapping or separate. Overlays areoptionally received in an encoded format and decoded prior to beingapplied.

The presence and content of overlays are optionally responsive toreceived game commands, identity of one or more game players, an accounttype, identity of a game being played, video captured from a prior orreal-time sporting event or real-world game, game rules, and/or thecontent of video generated by Game Logic 210. For example, an overlaymay include a menu resulting from receipt of a game command. An overlaymay include content responsive to a pixel pattern, e.g., image, includedwithin video generated by Game Logic 210. Overlay Logic 290 isoptionally configured to apply multiple overlays to a single video frameand these overlays may be from different sources.

Overlay Logic 290 is optionally configured to apply an overlay after avideo frame has been preprocessed using Preprocessor 250 and/or afterencoding using one of Encoders 255. In some embodiments the overlayincludes an image received at an input of Video Source 130 (e.g., I/Odevice 145) via the internet and Overlay Logic 290 includes videoprocessing logic configured to generate the overlay from the image. Thereceived image is optionally received from an image source such as acamera or a file storage.

Video DEPs 245 each optionally also include a Preprocessor (PRE) 250.Preprocessor 250 is configured to perform a color space conversion suchas RGB to YUV and/or a scaling operation to increase or decrease theresolution of the video frame. Preprocessor 250 is optional inembodiments wherein the output of Graphics Processing Unit 235 is in theYUV color space or some other desired color space. Multiple Preprocessor250 may be included in a Video DEP 245 configured to produce multiplevideo streams having video frames of different sizes.

Video DEPs 245 each include at least one Encoder (ENC) 255. Encoders 255are individually identified as Encoder 255A, Encoder 255B, etc. Each ofEncoders 225 is configured to encode the video data according to aspecific codec, and optionally a specific color depth and/or frame size.For example, Encoders 225 may be configured to encode video data toAdobe Flash® standard, .flv, .wav, .avi, .mpg, H.264, H.263, On2, VP6,VC-1, WMA, and/or other codecs discussed herein.

A member of Video DEPs 245 may include one, two or more Encoders 255.These encoders may be configured to encode to different codecs and/orthe different formats of the same codec. For example. Encoder 255A maybe configured to encode according to a Flash standard at a first framesize and color depth while Encoder 255 is configured to encode to thesame Flash standard at a second frame size and color depth. The identityof Encoders 255 within each member of Video DEPs 245 is typicallydetermined at the time the Video DEP 245 is provisioned. For example, asingle command or command set may be used to create (provision) VideoDEP 245A and specify which components the created Video DEP 245A shouldinclude. The creation of Video DEP 245A is discussed further elsewhereherein. A member of Video DEPs 245 including two or more Encoders 255 isalternatively viewed as two or more separate Video DEPs 245 having somebut not all components in common. For example, Video DEP 245A and VideoDEP 245B may have the same Preprocessor 250 but different Encoders 255.

In one example, Encoder 255A is configured to use a codec for H.264while Encoder 255B is configured to use a codec for H.263. Having two ormore different encoders available enables Video DEP 245A to changeencoding during delivery of a video stream. The change in encoding canbe from one type of encoding to another, or merely a change incharacteristics of a specific type of coding. For example, thecharacteristics may change in terms of color depth, number of frames persecond, encoding options, number of pixels, and/or the like. In someembodiments, Video DEP 245A is optionally configured to switch betweenEncoder 255A and 255B in response to a change in the characteristics ofClient 110B or the communication channel between Client 110B and VideoSource 130.

In practice, when a different codec other than that being used isrequired a new Video DEP 245 is spawned and executed in parallel withthe current Video DEP 245 for a short period of time. The new Video DEP245 is optionally a branch of the original Video DEP 245. For example,some components of the original Video DEP 245 may be used in the newVideo DEP 245. These two Video DEP 245 may have components logicallyarranged in a tree structure.

In some embodiments, Video DEP 245 are configured to use two or moredifferent encoders to generate two or more different video streams atthe same time. These video streams are based on the same gameenvironment rendered by Graphics Processing Unit 255 and, thus, includeessentially the same materials (with the possible exception of overlays)and can be sent to different places. For example, one of the videostreams can be sent to Client 110A while the other is sent to Client110B. Alternatively, one of the video streams can be sent to Client 110Band the other to a website where third parties can watch the video. Thiswebsite is optionally part of a social networking site or a gameplayer's site. The two different video streams may be different in theframe rate, encoding type, frame size, color depth, etc. For example avideo stream delivered to a social networking website can be of muchlower quality than the video stream delivered to a game player who isplaying a game using Client 110B. The second video stream may bedirected to a game player who is playing the game or to people who aremerely observing the game play. A video stream is optionally directed tomore than one place.

Video DEP 245A optionally includes one or more Post Processors (Post)260. Individual examples of Post Processors 260 are labeled 260A and260B. Post Processors 260 are configured to package an encoded videoframe in a container in a format appropriate for communication over anetwork according to a public or proprietary network protocol. Forexample, some protocols such as Adobe RTMP require post processing whileother video standards such as H.264 Annex B do not require postprocessing. Each of Post Processors 260 may be associated with aspecific member of Encoders 255, or several Post Processors 260 may beconfigured to receive encoded video frames from one member of Encoders255.

The output of Post Processors 260 is directed to I/O Device 145 fordelivery to one or more of Clients 110. The Elements of Video DEPs 245discussed herein include hardware, firmware and/or software stored on acomputer readable medium. For example, each of Video DEPs 245 mayrepresent a set of software loaded into memory and executing using anelectronic processor.

Audio DEPs 270 are configured to receive audio data generated by membersof Game Logic 210 and encode this audio data to audio packets. Theencoded data packets are then sent to Clients 110 using I/O Device 145and Network 115. Audio DEPs 270 are also optionally configured to placean audio overlay on the audio data received from Game Logic 210.Different Audio DEPs 270 are individually labeled 270A, 270B, 270C, etc.

As with Video DEPs 245, Audio DEPs 270 are typically allocated as neededand assigned to process audio data from a specific member of Game Logic210. This audio data may be based on events within a video game. Forexample, actions taken by one or more players of the video game mayresult in audio data according to game rules (e.g., falling in watermakes a splashing sound). Allocation of Audio DEP 270A is typicallyresponsive to the same factors and performed in the same manner asallocation of Video DEP 245A. For example, the elements included inAudio DEP 270A may be responsive to needs of one of Clients 110. AudioDEP 270 may receive audio data from Shared Memory 240 and/or directlyfrom one of Virtual Audio Drivers 285.

Audio DEP 270A optionally includes a Grabber 275 configured to receiveaudio data from one of Virtual Audio Drivers 285, to receive audio datafrom one or more sources external to Video Server System 120, and/or toget audio data from Shared Memory 240. For example, in some embodimentsGrabber 275 is configured to retrieve data received from sourcesexternal to Video Source 130, such as one or more of Clients 110, overthe internet. The audio received, from any of these sources, can includevoice audio, music, sound effects, sound tracks, alerts, and/or thelike. For example, the voice of a game player using Client 110A may bereceived from Client 110A, or the game player may provide music to beheard by a game player using another of Clients 110. Audio data may bereceived, as audio streams, from more than one game player in parallel.

Audio DEP 270A optionally further includes Overlay Logic 295. OverlayLogic 295 is configured to place one or more audio overlays on audiodata generated by a member of Game Logic 210. The audio overlays caninclude audio, music, sound effects, sound tracks, alerts, and/or thelike. For example, in some embodiments, an audio overlay includes voicedata received as data packets from one or more game players over theinternet. These data packets are optionally decoded by Overlay Logic 295prior to being included in the overlay. Placement of overlays on theaudio data generated by a member of Game Logic 210 optionally includesaddition of this data to the generated audio data. All or part of anaudio overlay can be received from a source external to Video Source130. For example, in some embodiments the overlay includes audio datareceived at I/O Device 145 via the internet and Overlay Logic 290includes audio processing logic configured to generate an audio overlayfrom this audio data. When referring to audio overlays, the identitiesof which data is the overlay and which is the data on which the overlayis being applied may be arbitrary as, in some embodiments, audio datadoes not have a sense of layering order that can be possible in videodata.

Audio DEP 270A further includes an Audio Encoder 280A. Audio Encoder280A is configured to encode the audio data generated by a member ofGame Logic 210 and the audio overlay into an audio packet according toan audio codec. The encoding is typically performed after the audiooverlay(s) have been applied to the audio data.

Grabber 275, Audio Encoder 280A and Overlay Logic 295 include hardware,firmware, and/or software stored on a computer readable medium. AudioDEP 270B and Audio DEP 270C are alternative embodiments of Audio DEP270A.

The operation of Video Source 130 is typically managed by a Controller265. Controller 265 includes hardware, firmware and/or software storedon a computer readable medium. For example Controller 265 may includesoftware stored in memory and executed using a microprocessor.

In some embodiments, Controller 265 is configured to provision instancesof Game Logic 210A, Virtual Audio Driver 285 and Virtual 3D Video Driver220 in response to a request to play a game. For example, if a requestfor a specific video game is received from Client 110B, Controller 265may retrieve Game Logic 210A, Virtual Audio Driver 285 and Virtual 3DVideo Driver 220 from Storage 155 and place these in working memory.Game Logic 210A may be placed in communication with both Client 110B andGame Server 125. Game Logic 210A is then executed using Processor 150 inorder to play the video game.

In some embodiments, Controller 265 is configured to allocate instancesof Video DEP 245 and/or Virtual Audio Driver 285 in response to arequest to play a game. For example, Controller 265 may be configured tofirst determine or receive the requirements for Video DEP 245A and AudioDEP 270A and then provision computing instructions that satisfy thoserequirements. Video DEP 245A and Audio DEP 270 are then associated withone of Game Logic 210 and one of Virtual 3D Driver 220. The provisionedVideo DEP 245A is optionally configured to retrieve raw video data froma specific area within Shared Memory 240.

In some embodiments the requirements for Video DEP 245A and/or Audio DEP270A are determined by querying a game player using Client 110B. Forexample, Controller 265 may be configured to cause text messages toappear on Client 110B, the messages requesting that a game player usingClient 110B enter characteristics of a video stream desired by a gameplayer. These characteristics can include a connection type, a framesize, an encoding scheme, a frame rate, a color depth, and/or the like.The entered characteristics are conveyed back to Controller 265, whichthen used these characteristics to select elements to include in VideoDEP 245A and/or Audio DEP 270A when they are provisioned. For example,if the game player requests a specific encoding scheme, then an Encoder255 configured to use the requested encoding scheme is selected andincluded in Video DEP 245A.

In some embodiments the requirements for Video DEP 245A and/or Audio DEP270A are determined automatically. For example, information gatheredusing a client qualifier can be used to determine the requirements forVideo DEP 245A. In this example, if Client 110B includes only aMicrosoft Silverlight® decoder and an Adobe Flash® decoder, then atleast one of the corresponding encoder configurations or variantsthereof is required in Video DEP 245A. Characteristics of the videostream to be generated using Video DEP 245A, such as frame size, colordepth and frame rate, can also be determined by Controller 265 in thisway.

The determination of requirements for Video DEP 245A and/or Audio DEP270 may include both the use of characteristics provided by a gameplayer and characteristics automatically determined. In someembodiments, the possible characteristics are limited by a game player'saccount type, payment and/or subscription. For example, a game playermay pay to receive a higher quality video stream.

Controller 265 may also manage sharing of Shared Memory 240. Forexample, Controller 265 may configure Video DEP 245A and/or Audio DEP270A to use specific memory locations within Shared Memory 240 and/orController 265 may be configured to configured Video DEP 245A and/orAudio DEP 270A to access Shared Memory 240 in response to certain timingsignals. The timing signals being timed for synchronization of access toShared Memory 240 by different Video DEPs 245.

FIG. 3 illustrates further details of Game Server 125, according tovarious embodiments of the invention. Game Server 125 is configured tomaintain a global state of a video game based on game commands receivedfrom a plurality of clients. These clients may be Clients 110, VideoSource 130, and/or other types of clients. Game Server 125 can includeone or more computing devices. For example, in some embodiments GameServer 125 includes different hardware devices dedicated to supportingdifferent regions, instances or dungeons within a game.

Game Server 125 includes an Input/Output (I/O) 310 configured to receivegame commands from a plurality of geographically remote clients viaNetwork 115. Input/Output 310 typically includes network connectionssuch as Ethernet ports, routers, gateways, and/or the like. Thesenetwork connections are optionally configured to communicate using TCP,UDP and/or other standards. Input/Output 310 is also configured to sendgame state information to the plurality of clients. This game stateinformation typically includes subsets of a global game state maintainedby Game Server 125. The subset provided to each client is normallydependent on a location of an avatar and a particular game sessionassociated with the client. For example, a subset of the global gamestate typically includes the state of the game representative of thearea around the avatar. The subset is configured to be sufficient todefine the game environment around the avatar and, thus, enable therendering of streaming video based on a point of view of the avatar. Theglobal game state is representative of an entire game or a significantpart of a game and is based on game rules and game commands receivedfrom the geographically remote clients.

Game Server 125 further includes a Game Engine 320 configured tomaintain the global state of a video game based on the received gamecommands and a set of game rules. Game Engine 320 also keeps track ofindividual game sessions and is configured to select and generate asubset of the global game state for each game session. These subsets areprovided to different members of the plurality of clients. Typicallyeach generated subset of the global game state is assigned to aparticular member of the plurality of clients respectively. Thisassignment is based on a game session established between Game Engine320 and the particular client.

Game Server 125 optionally further includes Transition Logic 180Bconfigured to transition game play from the server side mode to theclient side mode, and optionally vice versa. Specifically, TransitionLogic 180B is configured to transition, within a single game session,communications with Game Server 125 from a first client to a secondclient. Typically, the first client will be an instance of Video Source130 and the second client will be one of Clients 110. (These roles willbe reversed when transitioning back from client side mode to server sidemode.) The transition includes reassigning one of the subsets of theglobal state from a first member of the plurality of clients to a secondmember of the plurality of clients. As such, the subset will be sent tothe second member instead of or in addition to the first member of theplurality of clients. In addition, Transition Logic 180B is configuredto change the assignment of received communications to game sessions,such that communications from the second member of the plurality ofclients are assigned to the same game session as communications from thefirst member of the plurality of clients were assigned to. In someembodiments, a single game session and/or game state subset can beassigned to more than one client at the same time. In these cases gamecommands received from both clients are assigned to the same gamesession and the same subset of the global game state is sent to bothclients. Game commands received from both clients are treated as if theywere received from the same client.

As is described elsewhere herein, the transition can involve receiving arequest to reassign a game session from Video Server System 120. Thisrequest typically includes an IP address or some other address of one ofClients 110 to which the reassignment is to be made. In someembodiments, Transition Logic 180B is configured to accept reassignmentrequests only from specific predetermined clients. For example,Transition Logic 180B may be configured to accept reassignment requestsfrom instances of Video Server System 120 but not instances of Client110. The reassignment requests are optionally encrypted and/or mayinclude an authorization code.

Game Server 125 further includes a State Storage 330 configured to storethe global state and subsets thereof. State Storage 330 includes one ormore static storage devices such as a hard drive, static memory, randomaccess memory, and/or the like. The global state is optionally dividedinto several parts each representing a different region within a game.

FIG. 4 illustrates a User Interface 400 according to various embodimentsof the invention. In some embodiments, User Interface 400 is generatedby Video Source 130. User Interface 400 may consist of a single videopresented in a browser or other window. User Interface 400 mayalternatively include more than one video and/or combinations of videoand static images. For example, streaming game video may be presented ina Game Display Area 410 while, controls are displayed in a Menu Area420. The controls and streaming game video are optionally generated atdifferent locations. For example, the controls may be generated onClient 110B while the streaming video is generated by Video Source 130.In some embodiments, Game Display Area 410 and Menu Area 420 aredifferent frames within a browser window.

Menu Area 420 can include a wide variety of controls, a few of which areshown for illustrative purposes. The controls shown in FIG. 4 areoptionally overlaid on part of the streaming game video. Clicking,cursor over, or otherwise selecting a control can result in a commandbeing communicated to Transition Logic 180C, Transition Logic 180B,Transition Logic 180A, Download Manager 165, Account Manager 185, and/orthe like.

In the illustrated example, Menu Area 420 includes a Buy Button 430configured for a game player to purchase a video game. In someembodiments, this purchase can be made without interrupting game play.For example, streaming game video can continue to be presented to thegame player in Display Area 410 while the purchase (entry of name andcredit card information, and/or the like) is accomplished in Menu Area420. Purchasing the game can result in the initiation of the transitionbetween server side mode and client side mode, can result in activationof downloaded executable game content, can cause the downloading ofexecutable game content to be initiated, etc. Purchasing a gametypically requires that a game player provide account information.

In the illustrated example, Menu Area 420 also includes an AccountButton 440. Account Button 440 can be used to access features of AccountManager 185. In various embodiments, Account Button 440 is used to setan account name, create avatars, choose servers, make payments, setpasswords, switch between games, and/or the like. The informationprovided by a game player using Account Button 440 (or Buy Button 430)can be stored at Video Server System 120, Game Server 125, or elsewherewithin Game System 100.

In a typical embodiment, selecting Account Button 440 or Buy Button 430will result in a command being sent to Video Server System 120 which, inturn, will change the contents of Menu Area 420 to give the game playerfurther options and/or data entry fields.

In the illustrated example, Menu Area 420 also includes a Brag Button450. Brag Button 450 is configured for a game player to automaticallypost game video to an external website, such as a social networkingsite. The location that video is posted and the length of the postedvideo are examples of parameters that are optionally set using theAccount Button 440. The posted video can be live or recorded. Forexample, the Brag Button can be configured to post the last 60 secondsof play, 2 minutes of play before killing a boss, or real time video ofa game. The video selected for posting is optionally dependent on theoutput of an Add-on configured to monitor game play, e.g., to detect aboss encounter, an achievement, a change in level, etc.

In the illustrated example Menu Area 420 further includes a New GameButton 460. New Game Button 460 is configured to present to a gameplayer a list of other video games available through Game System 100.Typically, if the game player selects a new game, delivery of video fromthe current game is terminated and replaced by video from the new game.Video from the current game and the new game are optionally displayedsequentially in the same browser window. Account Manager 185 isoptionally configured to copy game player account information from onevideo game to another. New Game Button 460 is optionally configured fora game player to move, without substantial delay, from one video game toanother. When a new game is started the game session is optionallyassigned to a different instance of Game Logic 210 or a differentinstance of Video Source 130. This assignment can involve passing the IPaddress of the client from the assignor to the assignee.

As noted previously, Download Manager 165 is configured to performvarious functions related to downloading executable game content to theClient 110B. FIG. 5 illustrates an exemplary Download Manager 165,according to various embodiments of the invention. Download Manager 165can comprise some or all of a Statistics Engine 500, a Probability TreeDatabase 510, a State Monitor 520, a Bandwidth Monitor 530, a Downloader540, and a Priority List 550. In particular, the Downloader 540 receivesinputs such as from Monitors 520, 530 and also accesses Probability TreeDatabase 510 to control aspects of the downloading of the executablegame content, for instance, the order in which the executable gamecontent is downloaded, and at what rate.

FIG. 6 illustrates a Decision Tree 600, according to various embodimentsof the invention, and is provided to assist the understanding of some ofthe functions of the Download Manager 165 described herein, for example,with respect to FIG. 5. The Decision Tree 600 comprises Branching Points610 from which a game state can advance to any of several alternativegame states based on game player input, input from other game playersand according to rules specified by the executable game content or GameLogic 210. Branching Points 610 lead to more Branching Points 610,creating the overall Decision Tree 600. It will be appreciated that eachBranching Point 610 represents a unique game state, but that game playmay progress through game states that are not Branching Points 610 inthose instances where the rules embodied in the executable game contentdo not provide alternatives. Game states from which there are noalternative game states are omitted from FIG. 6 for clarity. In practicea computer game may include many more Branching Points 610 than areillustrated in FIG. 6.

The alternatives from each Branching Point 610 are determined by theexecutable game content. Initially, in a setup phase the options arelimited, for example, a game player of a fantasy game may first have toselect one of a set number of possible avatars. Having selected anavatar, the game player next may have the option to select between twoor more alignments or alliances. Depending on that selection, the gameplayer may have different choices of character races, startingconfigurations, and so forth, until the game player's avatar issufficiently defined for the purposes of game play. In a specificexample if a game player selects a human avatar, then it is known withhigh probability that the game will require executable game contentassociated with a human starting zone, and that it is less likely that,in the near term, resources associated with an Orc starting zone will berequired. In another example, if a game player selects an oval track ina race game, then resources required for this oval track are givengreater priority for downloading relative to resources required only fora figure eight track. Other types of games may have different setupchoices, e.g., vehicle type, race track, battle ground, number ofplayers, avatar armament, avatar skills, avatar sex, etc. The gameplayer then progresses from Set Up to Game Play, for example, by beingplaced into a game state. For simplicity, FIG. 6 shows each finalBranching Point 610 in the Set Up as mapping to a unique initial gamestate in the Game Play. It will be understood, however, that multiplefinal Branching Points 610 in the Set Up may map to the same initialgame state in the Game Play. Each of the Branching Points 610 is knownto require a specific set of resources for proper game play.

From the initial game state, which can be a Branching Point 610, optionsavailable to the game player to engage in game play include moving todifferent locations, interacting with other game players, interactingwith features within the game environment, acquiring objects, makingmoney, and so forth. Game player inputs, e.g., game commands, resultingfrom the game player engaging in game play cause the game state tochange incrementally, as illustrated in FIG. 6. In some embodiments,actions of other game players can cause a change in the game state.Other options provided by the executable game content to progress from aparticular game state can additionally include the ability to revertback to a Branching Point 610 within the Set Up, to change game levels,and to take other such actions that would remove the avatar from a gamestate. For simplicity, the branching in FIG. 6 is shown as alwaysadvancing forward, however, as just described, the branching from anyBranching Point 610 can be complex and optionally can lead, forinstance, to Branching Points 610 located in the Set Up or in alternatelevels. The history of a game player's progression from one BranchingPoint 610 to the next constitutes a Game Path 620 for that game player.

At each Branching Point 610 there is a set of probabilities representingthe change that the Game Path 620 will next lead to each of thedifferent alternative game states, and then further game states beyondthose. In a specific example, at one Branching Point 610 there may be 25different alternative game states to which the Game Path 620 couldcontinue. The probability that the Game Path 620 will lead to,responsive to received game commands, the first two of these 25Branching Points 610 have a 21 and 9 percent probability respectively.The next 23 of the alternatives each have a 3 percent probability. Thereis also a 1 percent probability that the game player will pause or quitthe game. These probabilities may be dependent on the path taken toreach the one Branching Point 610. The probability of reaching aBranching Point 610 several steps away from a current Branching Point610 can be calculated by multiplying probabilities. Methods ofdetermining these probabilities are disclosed elsewhere herein.

With renewed reference to FIG. 5, optional Statistics Engine 500 isconfigured to calculate the statistical likelihood that a game player ata current game state will move to each of the other game states that areone step removed from the current game state. The Statistics Engine 500optionally performs this calculation by monitoring the game play of alarge number of game players over an extended period of time. The largerthe number of game players and the longer the monitoring period, thebetter the statistical significance of the results. For a given gamestate, some possible game states will be very probable while other gamestates will be less probable. For example, the likelihood that a gameplayer will return to a game state within Set Up will generally be asmall probability while options that advance the avatar through thecurrent game level will be higher probabilities. There is also aprobability that a game player will exit a game. The Statistics Engine500 updates the probabilities in the Probability Tree Database 510 overtime as the game play of multiple game players is continually monitored.A single instance of Statistics Engine 500 may support a large number ofDownload Mangers 165. Statistics Engine 500 is optionally disposedgeographically remote from other parts of Download Manager 165.

In some embodiments, the Statistics Engine 500 makes this calculationfor some or all of the alternative game states that are one step removedfrom the current game state. In some further embodiments, the StatisticsEngine 500 makes this calculation for some or all of the alternativegame states that are more than one step removed from the current gamestate. In various embodiments, the Statistics Engine 500 calculates theprobability of each alternative game state based on the current gamestate and/or based on one or more previous game states along the GamePath 620. For instance, the probability of advancing to a particulargame state can vary based on how the game player arrived at the currentgame state.

Although the Statistics Engine 500 is shown as being within the DownloadManager 165 in FIG. 5, it will be understood that the Statistics Engine500 can be distributed across multiple Game Servers 125, eachinstantiation contributing to the Probability Tree Database 510 based onthe game play supported by that Game Server 125. Each instantiation ofthe Statistics Engine 500 may include hardware, firmware, and/orsoftware stored on a computer readable medium. Probability Tree Database510 comprises an organized and searchable collection of data stored on acomputer-readable medium. In various embodiments each Download Manager165 may include a copy of the Probability Tree Database 510 or each maysimply have access to a shared Probability Tree Database 510. As theprobabilities stored in the Probability Tree Database 510 can bereasonably static after a sufficient period of monitoring the game playof a sufficient number of game players, in various embodiments theDownload Manger 165 does not comprise the Statistics Engine 500 and/orthe Probability Tree Database 510 is not updated responsive to furthergame play.

Download Manager 165 additionally comprises a State Monitor 520. TheState Monitor 520 is configured to keep track of the game state andoptionally prior Branching Points 610 along the Game Path 620. DownloadManager 165 optionally further comprises a Bandwidth Monitor 530. TheState Monitor 520 is configured to receive the game state from the GameServer 125 or State Source 175, in various embodiments. State Monitor520 optionally monitors the game states used by Game Logic 210 togenerate game video. State Monitor 520 is configured to provide the gamestate to Statistics Engine 500 such that Statistics Engine 500 canperform the probability calculations.

The Bandwidth Monitor 530 monitors the bandwidth of the communicationchannel between, for example, the Video Server System 120 and the Client110B. The State Monitor 520 and the Bandwidth Monitor 530 may eachinclude hardware, firmware, and/or software stored on a computerreadable medium. Bandwidth Monitor 530 monitor bandwidth by detectinglost packets, by measuring latency, by testing to see if increasedcommunication rates result in lost packets, by sending test packets,and/or the like. Other bandwidth testing methods that may be used byBandwidth Monitor 530 are disclosed in commonly owned U.S. patentapplication Ser. No. 12/791,819 and/or discussed elsewhere herein withrespect to Client Qualifier 160.

Further, the Download Manager 165 comprises Downloader 540. Downloader540 is configured to receive input from the State Monitor 520, andoptionally from the Bandwidth Monitor 530, and is further configured toaccess the Probability Tree Database 510. Downloader 540 queries theProbability Tree Database 510 to determine, for the game state receivedfrom the State Monitor 520, what the probabilities are of each of thepossible alternatives from that game state. Optionally, Downloader 540may determine, for each of the possible alternative game states, whatthe probabilities are of each of the possible alternatives from thosegame states. For example, if two possible game states are statisticallylikely while the remaining game states are statistically highlyunlikely, the Downloader 540 may look at each of the two alternativesand consider further alternatives from both.

Given a game state, and optionally one or more prior Branching Points610, the Downloader 540 uses the probabilities of each of the possiblealternatives from that game state to dynamically prioritize the orderwith which executable game content will be downloaded. The Downloader540 maintains a Priority List 550 which provides the order in whichparts of the executable game content will be downloaded. The Downloader540 optionally varies the order within the Priority List 550 as parts ofthe executable game content are downloaded and the game state changes.The Downloader 540 maintains the Priority List 550 according to certainrules. For example, partially downloaded segments of the executable gamecontent may be given priority to complete downloading even though thosesegments pertain to game states that may have become less likely thanother game states. As another example, those parts of the executablegame content required to support a game state that has the greatestprobability will have the highest priority for downloading, and parts ofthe executable game content required to support game states with lowerprobabilities will have correspondingly lower downloading priorities.The parts of the executable game content can be divided by directories,files and/or sub-parts of files.

The Downloader 540, in some embodiments, regulates the rate at whichexecutable game content is downloaded, as discussed elsewhere herein.The Downloader 540 regulates the download rate according to thebandwidth provided by the Bandwidth Monitor 530 and optionally otherinformation from the Video Server System 120 such as the amount ofbandwidth used to provide the streaming game video.

The Downloader 540 optionally is configured to initiate execution of thedownloaded code on Client 110B using the Transition Logic 180 asdescribed elsewhere herein. In some embodiments, after the execution ofthe downloaded code on Client 110B has been initiated, and streaminggame video is no longer being sent by the Video Server System 120 to theClient 110B, the Downloader 540 may continue to download the game codeto the Client 110B according to the Priority List 550. In some of theseembodiments, the Downloader 540 continues to receive the game state andcontinues to dynamically vary the order of the Priority List 550 untildownloading the entire game code to the Client 110B has completed.

FIG. 7 illustrates a Method 700 for downloading executable game contentaccording to exemplary embodiments of the invention. Method 700 can beperformed by Download Manger 165, for example. Method 700 comprises aStep 710 of Receiving a Game State, a Step 720 of DeterminingProbabilities, and a Step 730 of Determining a Download Sequence. Eachtime a new game state is received in Step 710 new probabilities areoptionally determined in Step 720, for example, by querying ProbabilityTree Database 510. However, in many instances the progression from onegame state to the next will not require a reordering of the downloadsequence in Step 730. In some instances, however, game play may take aprobabilistically less likely turn (relative to expected play) based oninput received from the game player or other game players. In thesecases one or more parts of the executable game content are given newhigher priorities, for example, within Priority List 550, while otherparts of the executable game content are given new lower priorities. Invarious embodiments, the times at which probabilities and/or PriorityList 550 are recalculated may be based on a set time period (e.g., 1, 5or 10 minutes), an avatar leaving a region within the game, distancetraveled by an avatar, crossing of a boundary within a game environment,specific actions performed by an avatar, reaching specific states,changes in avatar level, and/or the like.

The Method 700 may further comprise an optional Step 740 of determininga download rate for downloading executable game content. Step 740includes monitoring a bandwidth of a communication channel, in someembodiments. In some embodiments, Step 740 can include receiving abandwidth from Bandwidth Monitor 530. As discussed elsewhere herein, thedownload rate can be determined based on available bandwidth andbandwidth required to provide streaming video at a minimal level ofquality.

The Method 700 further comprises a Step 750 of downloading executablegame content. In various embodiments Step 750 comprises communicatingparts of the executable game content over Network 115 to Client 110Baccording to the dynamically ordered priority list from Step 730. Thisstep can be performed, for instance, by Downloader 540. In variousembodiments the parts of the executable game content are retrieved fromCode Source 170 and sent to Client 110B, according to the orderspecified by the priority list. In some of these embodiments theexecutable game content is first queued, and the order of the executablegame content within the queue is dynamically reordered as the prioritylist is reordered.

In some instances Step 750 includes varying the download rate. Thedownload rate can be varied, for example, based on factors such aschanging bandwidth availability, such as by the Downloader 540. Theamount of available bandwidth can vary due to both channel variabilityand changes in the bandwidth requirement of the streaming video. Forexample, at certain times the streaming video may require fewer framesper second than at other times, and the download rate can be increasedto take advantage of the additional available bandwidth.

In some embodiments, certain conditions result in giving a greaterpriority to downloading of executable game content relative to theprovision of streaming video. For example, if it is very likely thatexecution of the game in client side mode will be interrupted because aresource is not available, then more priority may be given todownloading that resource relative to maintaining the minimum quality ofgame video presented to a game player. In some embodiments, frame rate,frame size, color depth, or some other feature of the game video may bechanged such that the amount of video (in bits/sec) downloaded isreduced. This results in more bandwidth being available for downloadingexecutable game content. In a specific example, if Download Manager 165determines that a required resource is likely not to be available whenneeded, Download Manager 165 is configured to send an instruction toVideo Source 130 indicating that the frame rate of streaming videoprovided to Client 110B should be reduced to increase the probabilitythat the resource will be downloaded before it is needed. The amountthat the frame rate is reduced is optionally calculated based on anamount of time expected to be needed to download the required resource.In alternative embodiments, play of the game is “frozen” while in clientside mode in order to assure that required resources are downloadedbefore they are needed. In alternative embodiments, play of the game isswitch from client side mode to server side mode if it is likely that arequired resource will not be available on Client 110B when needed forclient side execution.

In some embodiments, resources are differentiated as to their need forproper game play. For example, the geometry of the ground and/or objectsin an area of a game can be considered absolutely required for propergame play, while a texture intended to be applied to an in game objectmay not be absolutely necessary. In these embodiments, if DownloadManager 165 determines that a required resource is likely not to beavailable when needed an alternative resource may be used instead. Forexample, a texture meant for an interior wall may be used on theexterior of a building, or an unnecessary object may be omitted from thevideo provided to a game player. A table of allowed resourcesubstitutions is optionally provided by Download manager 165 to Client110B. Necessary resources may be given greater priority for downloadingto Client 110B relative to resources that are not necessary. As usedherein, the term “proper game play” indicates that the game appears andplays as intended. Game play that is not proper may have alternativetextures, missing game objects, etc. that still allow game play with aslightly different appearance or functionality.

The Method 700 optionally further comprises a Step 760 of initiating atransition from a server side mode of game execution to a client sidemode of game execution. Step 760 may comprise, for example, determininga probability of needing any part of the executable game content islower than a given threshold, before that part will be downloaded. Thisprobability is related to the probability that a game state will bereached that requires a part of the executable game content and theprobability of when this game state will be reached. The greater theamount of time before a resource will be need, the more likely therewill be an opportunity to download the resource before it is needed. Invarious embodiments, if the probability that any resource will be neededbefore it is downloaded is lower than a threshold of 1, 2 or 5 percentthen an “executable subset” of the executable game content will beconsidered to have been downloaded to the client. In these embodiments,the characterization of an executable subset includes consideration ofwhat resources are likely to be needed in the future and the probabilityof downloading these resources by the time they are needed. Theexecutable subset is, thus, dependent on a current state of the game. Inother embodiments, an executable subset is considered to be downloadedwhen a minimal executable set of resources has been downloaded to theclient, without regard to what will be needed in the future.

When an executable subset is downloaded, Transition Logic 180 caninitiate transition to the client side mode of game execution. Step 760may include, for example, terminating delivery of the streaming videofrom the video server to the client and beginning executing theexecutable game content on the client to generate the video based on thegame state. Each of Steps 710-760 can be performed while streaming videois being provided to the client.

Method 700 optionally further comprises a Step 770 of finish download ofexecutable game content. In this step the executable game content cancontinue to be downloaded to the client after Step 760, e.g., aftertransitioning to the client side mode. In some of these embodiments theexecutable game content can be downloaded according to the downloadsequence as it existed at the time of Step 760. In other embodiments,during Step 770, the download sequence continues to be dynamicallyvaried using Step 730 according to the game state. In these embodimentsthe game state, as maintained on Client 110B, is communicated back toDownload Manager 165. Step 730 can be used to vary the order in whichparts of the executable game content is downloaded to Client 110B evenafter execution of the executable subset has begun on Client 110B.

Optionally, the Method 700 can comprise a Step 780 of initiating atransition back to having streaming video provided to the client. Thisstep can be performed in instances where the game state continues to bereceived, such as by Downloader 540, after the end of Step 760. Here, ifthe Downloader 540 determines that, based on the game state, that a partof the executable game content that has not yet been downloaded to theclient has a significant probability of being needed to support ongoinggame play, then Transition Logic 180, for example, can transition theclient away from the client side mode of game execution and back toserver side game execution. It will be appreciated that although Step780 is shown in FIG. 7 as following Step 770, in those instances whereStep 780 is taken, the step occurs before Step 770 completes. In theseinstances Step 770 is interrupted, and the Method 700 returns to Step710 and continues to stream video to the client while downloadingexecutable game content to the client until such time as Step 760 recursto transition back to the client side mode of game execution.

FIG. 8 illustrates methods of providing a computer game, according tovarious embodiments of the invention. These methods are optionallyperformed using the systems and methods disclosed elsewhere herein. In aReceive Command Step 810, a game command is received from a remoteclient over a communication system at a video server system. Forexample, in some embodiments, Video Server System 120 receives the gamecommand from Client 110B over Network 115. Receipt of the game commandis part of a game session established between Client 110B and VideoServer System 120. The steps illustrated in FIG. 8 are optionallyperformed in alternative orders.

In an optional Forward Command Step 815, the received game command isforwarded to a game server (e.g., Game Server 125). The received gamecommand is optionally forward to Game Server 125 via Network 115. In anoptional Receive State Step 820, an updated game state is received atthe video server system from the game server. The received game state isoptionally a subset of a global game state maintained by Game Server125, and is optionally updated using the game command forwarded inForward Command Step 815. In a multiplayer game the received subset istypically the result of game commands received from multiple gameplayers and/or multiple Clients 110.

Forward Command Step 815 and Receive State Step 820 are optionally inembodiments that do not include Game Server 125. In these embodiments anUpdate State Step 825 is performed on Video Server System 120. UpdateState Step 825 includes using the game command received from Client 110Bto update a game state stored on Video Server System 120. The update isoptionally performed using the game rules of one of Game Logic 210.

In a Generate Video Step 830, game video is generated based on the gamestate received in Receive State Step 820 or the game state updated inUpdate State Step 825. The game video is optionally generated usingVideo Server System 120 as described elsewhere herein, for example withrespect to FIG. 2. For example, in some embodiments, the game video isgenerated using Video Driver 220, the 3D Driver 230, GPU 235 and/orVideo DEP 245A based on a game environment generated by Game Logic 210.

In a Provide Video Step 835, game video is provided from the videoserver system to the remote client over a communication network. Forexample, the game video may be provided from Video Server System 120 toClient 110B via the Network 115. The game video is typically provided ina format for display on Client 110B. Although the game video isoptionally decoded, overlaid and/or otherwise processed before display.

In a Determine Rate Step 840, a rate at which executable game contentcan be transferred to the client is determined. This determination isoptionally based on maintaining a minimum level of quality fordisplaying the game video at the client while transferring theexecutable content in parallel. For example, executable content may betransferred from Video Server System 120 (or elsewhere on Game System100) to Client 110B via the Network 115 while streaming game video isprovided to Client 110B in parallel. The parallel transfer of executablegame content and delivery of game video means that packets of the gamevideo are received at the same time as, or interspersed between, packetsof the executable game content. Optionally, packets of the game videoand packets of the executable game content are both stored in a receivebuffer of Client 110B at the same time. Determine Rate Step 840 isoptionally performed using Download Manager 165. As discussed elsewhereherein, the determination of the transfer rate may be based on theavailable bandwidth of the communication channel between Video ServerSystem 120 and Client 110B, and/or the fraction of this bandwidth usedto provide the streaming game video.

The determination of the transfer rate in Determine Rate Step 840 may berepeated to maintain the game video quality as the executable gamecontent is transferred to Client 110B.

In a Provide Code Step 845, executable game content is provided to theremote client over the communication network. For example, in someembodiments, executable game content is transferred from the Code Source170 to Client 110B via the Network 115. As used herein, the terms“executable game content” and “executable content” are meant to includeexecutable code as well as related resources used to generate the game(or other application) video such as, for example, scripts, datastructures, images, textures, geographic information, character names,object shapes, user data, game data, etc. The executable game content isgenerally provided at no more than the rate determined in Determine RateStep 840 as discussed elsewhere herein. The executable game contentincludes game logic and/or code configured to generate game video basedon a game state. The game code optionally further includes textures,images, geographic data of a game zone, and/or other game data used tosupport the game. At least part of the executable game content and astream of the game video are provided to the remote client in parallel.For example, executable game content from the Code Source 170 may betransferred to Client 110B via the Network 115 in parallel with gamevideo from the Video Source 130. Alternatively, executable game contentand game video may be transferred in parallel to Client 110B viaseparate channels.

Thus, as the available bandwidth changes, the ratio (as measured inbytes/second) of streaming game video to executable content received byClient 110 can vary. The Download Manager 165 may repeat thedetermination of the transfer rate periodically, for example, at leastevery second, every ten seconds, every hundred seconds, every 10 frames,every 1000 frames, every 100 frames, or continuously. In someembodiments, the Download Manager 165 may repeat Step 840 in response toan event such as receiving a signal from the Video Source 130 indicatingthe data rate of the game video or a change in the data rate of the gamevideo. The Download Manager 165 may repeat Step 840 in response to achange in conditions such as a change in Client 110B requirements (e.g.,limits to lag time variability, a change in bandwidth of communicationchannels between Client 110B and Video Server System 120, a change inthe display resolution, etc.)

In Provide Code Step 845 parts of the executable game content may beprovided to the remote client in a predetermined specific order. Forexample, Client 110B may have a greater probability of reaching a firstgame state relative to a second game state. Resources needed at thefirst game state may, therefore be given greater priority relative toresources need at the second game state.

In an optional Modify Order Step 850, the order in which parts of theexecutable game content are provided to the remote client is dynamicallymodified in response to a current game state. As discussed elsewhereherein, reordering is typically based on the varying probabilities thatgame code or some other resource will be needed as a player plays agame. When a game changes from one state to another, new probabilitiesfor future game states are calculated by Download Manager 165. In ModifyOrder Step 850 these new probabilities are used to modify the order inwhich the parts of the game code are provided to Client 110B such thatthose parts with the greatest probability of being needed are providedfirst. The Download Manager 165 may modify the order for providing partsof the executable game content repeatedly during downloading of the gamecode. Modify Order Step 850 may be repeated as needed. The modifiedorder can be dependent on actions taken by the game player to whom theexecutable content is being downloaded, and/or actions taken by othergame players within the game.

In a Determine Subset Step 855, the Download Manager 165 determines ifan executable subset of the executable game content has been downloadedto the remote client, e.g., Client 110B. An executable subset of theexecutable game content is a subset that will allow a game player toplay the game with a reasonable probability that the game will not haveto be halted because a required resource is not yet downloaded. Therequired probability can be predetermined and in various embodiments isat least 99, 98, 95, 90, or 85 percent. Determine Subset Step 855 isoptional in embodiments wherein all of the executable game content isdownloaded before rendering of game video is transferred to the client.

In Provide State Step 860, the state of the game is provided to theremote client. The state of the game may be provided to the client overtime. For example, in some embodiments, Provide State Step 860 includesproviding an initial game state and then providing updates to theinitial state over time. Alternatively, Provide State Step 860 caninclude providing a single current state. The provided game state can bethe result of game commands received from Client 110B and/or othermembers of Clients 110. The game state can be provided from Game Server125 and/or Video Server System 120.

In a Transfer State Updates Step 865, the delivery of game state updatesare changed such that they are sent from Game Server 125 to Client 110Brather than from Game Server 125 to Video Server System 120. There isoptionally a period of time in which game state updates are sent to bothClient 110B and Video Server System 120. The game state updates aresubsets of the global game state maintained on Game Server 125 an usedat Video Server System 120 and Client 110B to generate game video. Thegame state updates can be incremental and/or total. Transfer StateUpdates Step 865 is typically performed by Transition Logic 180.

Transfer State Updates Step 865 includes providing an address of Client110B, e.g., an IP address, to Game Server 125 along with instructionsthat the game state updates associated with a particular game sessionshould be sent to this address. At Game Server 125 the provided addressis associated with a previously existing game session. For example, theaddress of Client 110B is assigned to a game session that previouslyexisted between Game Server 125 and Video Server System 120. In thisgame session the game state updates were previously sent from GameServer 125 to Video Server System 120. The result of Transfer StateUpdates Step 865 is that subsets of the global game state are sent toClient 110B in addition to or instead of Video Server system 120. Thischange is optionally performed within a single game session.

In a Transfer Commands Step 870, instructions are provided by TransitionLogic 180 to Game Server 125 such that the game server assigns commandsreceived from the remote client to the game session that was previouslyestablished between Game Server 125 and Video Server System 120. Thecommands received from Client 110B are typically identified using the IPaddress of Client 110B, although other identifiers can be used. Theinstructions provided to Game server 125 thus optionally include an IPaddress of Client 110B.

Further, in Transfer Commands Step 870, Client 110B is instructed tosend game commands to Game Server 125 rather than or in addition toVideo Server System 120. This instruction typically includes an addressof Game Server 125. For example, Transition Logic 180A may provide an IPaddress of Game Server 125 to Client 110B and may instruct Client 110B(e. g., via the Transition Logic 180C) to send game commands directly tothe Game Server 125.

Transfer State Updates Step 865 and Transfer Commands Step 870 areoptional. In some embodiments, the communication of game states and gamecommands between Game Server 125 and Client 110B continues to occurthrough Video Server System 120, even after the transition fromstreaming mode to client mode. Continuing to communicate though VideoServer System 120 may be helpful in situations where it is likely that atransition back to streaming mode may occur.

In a Start Execution Step 875, execution of the executable subset of theexecutable game content is started on Client 110B. This executionresults in the generation of game video based on the game statesreceived as a result of Provide State Step 860 and Transfer StateUpdates Step 865. This game video is configured to be displayed onClient 110B. The execution of the game code is optionally initiated byor under the control of Transition Logic 180A. Start Execution Step 875is performed only after an executable subset (or all) of the executablegame content has been downloaded to the client, as determined inDetermine Subset Step 855. In some embodiments, Provide Code Step 845continues to be performed even after Start Execution Step 875. Thisallows for a remainder of the executable game content and/or new gamecode to be downloaded after execution has commenced.

The result of Provide State Step 860, Transfer State Updates Step 865,Transfer Commands Step 870 and Start Execution Step 875 is thatexecution of the computer game is transitioned from the server side modeto a client side mode, where rendering takes place using game code andhardware on the client instead of a remote server. Specifically, therendering of game video is transferred from the game server to theremote client, e.g., from Video Server System 120 to Client 110B. As isdiscussed elsewhere herein, game video may be both received from VideoServer System 120 and generated at Client 110B in parallel for a periodof time. This can allow synchronization of the video and/or allow a gameplayer to switch from playing the video game in a browser to a differentwindow (which could also be a browser window) at a time of the gameplayer's choosing.

In a Terminate Game Video Step 880, delivery of game video from thevideo server system to the remote client is terminated. For example,Transition Logic 180A may instruct the Download Manager 165 to terminateprovision of the game video from Video Server System 120 to Client 110B.In alternative embodiments Terminate Game Video Step 880 is performedmanually. For example, a game player may terminate delivery of the gamevideo by merely closing a browser window in which the game video isdisplayed, or by manually executing downloaded executable game contentthat is configured to terminate the delivery of the game video fromVideo Server System 120 by either sending a command to Video ServerSystem 120 or locally closing the communication channel to Video ServerSystem 120.

In Continue Download Step 885, further and/or new parts of theexecutable game content are downloaded to the remote client. TheDownload Manager 165 may continue to provide portions of the executablegame content to Client 110B while that part of the executable gamecontent already downloaded to Client 110B is executed. As such, Client110B receives executable game content while at the same time renderingand presenting game video to a game player using part of the executablegame content that has already been downloaded. Once video is no longerbeing provided to Client 110B from Video Server System 120 via theNetwork 115, the portion of the bandwidth available for transfer of theexecutable game content to Client 110B is typically substantiallyincreased. Continue Download Step 885 is optional in embodiments inwhich all of the executable game content is downloaded before StartExecution Step 875.

In an optional Revert Step 890, the video server system reverts fromclient side mode to server side mode. The delivery of streaming gamevideo to Client 110B from Video Server System 120 is restarted, and therendering of game video at Client 110B is optionally terminated. RevertStep 890 may occur, for example, when the executable game content subsetresident in Client 110B is no longer capable of rendering the video forcurrent game state and/or likely future game states. Revert Step 890 canbe accomplished through steps similar to the Steps 860-885 as discussedabove, except that the transitions occur in a generally reversedirection. Execution of Steps 850-890 may be performed repeatedly. Assuch, a video game can switch between client side and server side modesmultiple times. In some embodiments, this switch occurs when the videogame changes between a two dimensional mode and a three dimensionalmode, or between some other change in video output.

FIG. 9 illustrates methods of transferring a game session, according tovarious embodiments of the invention. The game session is transferredfrom a first client to a second client (e.g., from Video Server System120 to Client 110B) of Game Server 125. These methods are optionallyperformed by Game Server 125 in order for a computer game to be playedin both the streaming mode and client mode during the same game session.The methods illustrated in FIG. 9 can allow the mode to be changedwithout requiring that a game player terminate a first game session andmanually log in to Game Server 125 to establish a second game session.Alternatively, the methods may facilitate the mode change by provide anappropriate login screen for the game player to log into a second gamesession. Steps similar to those illustrate in FIG. 9 can be used totransfer the game session back from Client 110B to Video Server System120. The steps illustrated in FIG. 9 are optionally performed inalternative orders.

In an optional Establish Session Step 910 a game session is establishedfor communicating game commands and game state information between GameServer 125 and a first client, such as Video Server System 120.Establishing a game session is described more fully elsewhere herein. Insome embodiments, Game Server 125 requires an account in order toestablish the game session. The account can be established automaticallyor by the game player as described elsewhere herein. The establishedgame session includes identifying addresses of the first client and GameServer 125. As part of the game session, game commands are sent from thefirst client to Gamer Server 125 and game state information is sent fromthe Game Server 125 to the first client. Establish Session Step 910 isoptional in embodiments where a game session is already established.

In a Receive Game Command Step 915, Game Server 125 receives a gamecommand from the first client. For example, in some embodiments, GameServer 125 receives the game command from Video Server System 120. Thisgame command may have originally been sent by Client 110B to VideoServer System 120. At Video Server System 120 the game command istypically used to update the copy of the game state used to render thevideo stream provided to Client 110B and/or is processed or otherwisemodified before being forwarded to Game Server 125. Receipt of the gamecommand is part of the game session established between Game Server 125and Video Server System 120. As such, the received game command isassociated with this particular game session. The association isoptionally made using an address or other identifier within the datapacket in which the game command is received.

In an Update State Step 920 Game Server 125 uses the game commandreceived from the first client to update a game state. The updated statemay be stored on Video Server System 120 and/or Game Server 125. Theupdate is typically performed using game rules stored on Game Server125.

In a Send State Step 925 the Game Server 125 sends the updated gamestate of the computer game as a first game state from the game server tothe first client. For example, the first game state may be sent to theVideo Server System 120. In some embodiments, Send State Step 925includes sending an initial first game state and then sending updates tothe first game state over time. Alternatively, Send State Step 925 caninclude sending a single first game state to the Video Server System120.

In a Receive Transition Command Step 930 Game Server 125 receives acommand to transition a game session from the first client to the secondclient. This change in clients results in a change between the streamingmode and the client mode of game play. The command is typically sent byTransition Logic 180, e.g., Transition Logic 180A. The received commandplaces Game Server 125 in a state where it is ready to receive andprocess information required to perform the transition. In response tothe transition command, Game Server 125 is prepared to receive gamecommands from a second client rather than or in addition to the firstclient, e.g., from Client 110B instead of Video Server System 120.Examples of the second client include Clients 110 (e.g., Client 110A or110B). In Receive Transition Command Step 930, Game Server 125 is alsoprepared to send state updates to the second client rather than or inaddition to the first client.

In an optional Authenticate Step 935 the command to transition receivedin Receive Transition Command Step 930 is authenticated. Thisauthentication can be accomplished in a variety of ways. For example, insome embodiments the received transition command is encrypted and/orincludes authentication codes configured to prevent unauthorizedreassignment of a game session. In some embodiments, Game Server 125includes a list of authorized IP addresses and is configured to onlyaccept transition commands from the IP addresses in this list. The IPaddresses from which the transition command is received is optionallyconfirmed using a handshaking routine. In a specific example, GameServer 125 is configured to accept transition commands from a limitedset of addresses including an IP (or MAC) address of Video Server System120, and to not accept transition commands from addresses not in thislimited set. The authentication of Authenticate Step 935 optionallyincludes use of decryption keys, or any of the various messageauthentication schemes known in the art.

In a Receive Address Step 940, Game Server 125 receives an IP address(or other type of network address) of the second client. For example,Transition Logic 180A may provide an IP address of Client 110B to GameServer 125 and may instruct Game Server 125 (via the Transition Logic180B) to send game commands directly to Client 110B. Optionally, ReceiveAddress Step 940 also includes providing an address of Game Server 125to Client 110. For example, Transition Logic 180A and/or TransitionLogic 180B may provide an IP address of Game Server 125 to Client 110Band may instruct Client 110B (via the Transition Logic 180C) to sendgame commands directly to the IP address of Game Server 125 instead of,or in addition to, the IP address Video Server System 120. Commandsreceived from Video Server System 120 are typically identified by the IPaddress of Video Server System 120 and Commands received from Client110B are typically identified by the IP address of Client 110B, althoughother identifiers can be used. The instructions provided to Game Server125 thus optionally include an IP address (or other type of networkaddress) of Client 110B.

In an Associate Address Step 945, the address of the second client isassociated with the game session such that a second state of thecomputer game will be sent to the second client and/or such that a gamecommand received from the second client will be associated with the gamesession. At Game Server 125, Transition Logic 180B associates thereceived second client IP address with a particular game session. Forexample, at Game Server 125, Transition Logic 180B receives the IPaddress of Client 110B and associates it with the requested gamesession. Future game states are then sent to the IP address of Client110B in addition to, or instead of, the IP address of Video ServerSystem 120. A game session can at one time be associated with an IPaddress of Video Server System 120 and at another time the same gamesession can be associated with an IP address of Client 110B. Optionallythis game session is associated with both IP addresses for some time.Association between an IP address and a game session is meant toindicate that the game session uses the IP address to send game statesand/or to identify received game commands as being for that gamesession.

In an optional Receive Game Command Step 950, a game command is receivedfrom the second client and the address of the second client is used toidentify the received game command as being for the particular gamesession. The game command received in Receive Game Command Step 950 isoptionally the same type of game command as the game command received inReceive Game Command Step 915. Game server 125 receives the game commandfrom Client 110B over a communication system including the Network 115.Client 110B optionally sends the game command to the IP address of GameServer 125, instead of the IP address of Video Server System 120. GameServer 125 receives the game command from the IP address of Client 110Bthat has been provided in the Associate Address Step 945, instead offrom the IP address of Video Server System 120. Game Server 125 uses theIP address of Client 110B to associate the received game command withthe game session of the game player. This association of the receivedgame command is made even when the game session and login were initiallyestablished via Video Server System 120. In alternative embodiments,identifier(s) other than the IP addresses are used to associate thereceived game commands with a game session. For example, a sessionidentifier may be included with the game command. This sessionidentifier can be established when the game session starts or when agame player logs in.

Some aspects of Receive Game Command Step 950 are optional inembodiments wherein game commands continue to be received by Game Server125 from Client 110B via Video Server System 120 in the client mode.

In a Send State Step 955, the second state of the computer game is sentto the second client. The Game Server 125 optionally uses the gamecommand received in Receive Game Command Step 950 to determine thesecond state of the computer game. The second state of the computer gameis optionally sent to the IP address of Client 110B instead of or inaddition to the IP address of Video Server System 120.

In alternative embodiments, Video Server System 120 is configured tooperate as a proxy server when the game is played in the client mode. Inthese embodiments, the second state of the computer game is sent toClient 110B via Video Server System 120. As a proxy server, Video ServerSystem 120 merely forwards game commands and game states to theappropriate destinations. The process can be transparent to Game Server125. For example, Game Server 125 can continue to send game states toand/or receive commands from Video Server System 120 after the game playis transitioned to the client mode. Likewise, Client 110B can continueto send game commands to video server system 120 and/or receive gamestates from Video Server System 120. However, as discussed elsewhereherein, in the client mode the majority of the game video displayed onClient 110B is rendered on Client 110B. In these embodiments, VideoServer System 120 is configured to re-address received game commands andgame states and send them on to the appropriate destinations. If themodes are changed back to the streaming mode from the client mode, VideoServer System 120 begins to generate and provide the streaming videoagain and uses the received game command to update a local copy of thegame state used to render the streaming video.

In the various examples above, the first client is described as a localclient (e.g., Video Server System 120) and the second client isdescribed as a remote client (e.g., Client 110B). However, in someembodiments, the first client is Client 110B and the second client isVideo Server System 120. Thus, the transition illustrated by FIG. 9 canbe performed from streaming mode to client mode or from client mode tostreaming mode. Video Server System 120 is optionally configured toauthenticate Client 110B, and/or determine if Client 110B is capable ofoperating in the client mode for a particular video game.

In some embodiments, when transitioning from the client mode to thestreaming mode, Game Server 125 receives the game command from Client110B in the Receive Game Command Step 915 via Network 115. Game Server125 also sends the game state via the network 115 to Client 110B in theSend State Step 925. In the Receive Transition Command Step 930 GameServer 125 receives a command to transition from the client mode to thestreaming mode of the computer game. Communication is transitioned fromClient 110B to Video Server System 120 during various steps includingthe Receive Transition Command Step 930, the Receive Address Step 940,the Authenticate Step 935, and the Associate Address Step 945. In theoptional Authenticate Step 935 the command to transition from the clientmode to the streaming mode is authenticated. Upon transitioning to thestreaming mode, Game Server 125 receives a game command from VideoServer System 120 in the Receive Game Command 950. A second game statemay be determined based on the received game command. Game Server 125sends the second game state to Video Server System 120 in the Send StateStep 955.

In some embodiments, Communication between Game Server 125 and Client110B or Video Server System 1120 can be transitioned back and forth fromVideo Server System 120 to Client 110B and from Client 110B to VideoServer System 120, as the game session repeatedly transitions back andforth between streaming mode and client mode. Thus, Client 110B canexchange roles repeatedly with Video Server System 120 during the gamesession. Likewise, Video Server System 120 can exchange roles repeatedlywith Client 110B as the client of Game Server 125 during the gamesession.

Several embodiments are specifically illustrated and/or describedherein. However, it will be appreciated that modifications andvariations are covered by the above teachings and within the scope ofthe appended claims without departing from the spirit and intended scopethereof. For example, the systems and methods discussed herein can beapplied to computer programs other than games. These other types ofcomputer programs can include graphics programs, spreadsheets, wordprocessors, database programs, accounting programs, project managementprograms, video editing programs, image editing programs, websitedevelopment programs, inventory programs, e-mail programs, filemanagement programs, document management/viewing programs,drawing/computer aided design programs, presentation programs, and/orthe like. While the server side mode and the client side mode arediscussed herein as separate modes of game delivery, in some embodimentsthese modes can be combined. For example, part of the video presented tothe game player can be streamed from Video Server System 120 whileanother part of the video can be generated on Client 110B. In differentmodes of game play the parts and/or ratio of the streamed verses locallygenerated video can change. For example, some game events may includemore streamed video than other game events.

The embodiments discussed herein are illustrative of the presentinvention. As these embodiments of the present invention are describedwith reference to illustrations, various modifications or adaptations ofthe methods and or specific structures described may become apparent tothose skilled in the art. All such modifications, adaptations, orvariations that rely upon the teachings of the present invention, andthrough which these teachings have advanced the art, are considered tobe within the spirit and scope of the present invention. Hence, thesedescriptions and drawings should not be considered in a limiting sense,as it is understood that the present invention is in no way limited toonly the embodiments illustrated.

Computing systems referred to herein can comprise an integrated circuit,a microprocessor, a personal computer, a server, a distributed computingsystem, a communication device, a network device, or the like, andvarious combinations of the same. A computing system may also compriseone or more computer-readable media including volatile and/ornon-volatile memory such as random access memory (RAM), dynamic randomaccess memory (DRAM), static random access memory (SRAM), magneticmedia, optical media, nano-media, a hard drive, a compact disk, adigital versatile disc (DVD), and/or other devices configured forstoring analog or digital information, such as in a database. Thevarious examples of logic noted above can comprise hardware, firmware,or software stored on a computer-readable medium, or combinationsthereof. A computer-readable medium, as used herein, expressly excludespaper and carrier waves. Computer-implemented steps of the methods notedherein can comprise a set of instructions stored on a computer-readablemedium that when executed cause the computing system to perform thesteps. A computing system programmed to perform particular functionspursuant to instructions from program software is a special purposecomputing system for performing those particular functions. Data that ismanipulated by a special purpose computing system while performing thoseparticular functions is at least electronically saved in buffers of thecomputing system, physically changing the special purpose computingsystem from one state to the next with each change to the stored data.

What is claimed is:
 1. A method for server-to-client transmission ofdata, comprising: transmitting both a first type of data and a secondtype of data through a communication channel from a server computersystem to a client computer system, wherein the first type of dataincludes streaming video data for a video game, wherein the second typeof data includes executable code defined for execution by the clientcomputer system to generate video data for the video game for use at theclient computer system in lieu of the streaming video data, and whereinthe second type of data includes game state data for the video game anduser saved data for the video game; monitoring a transmission parameterof the communication channel; and controlling an amount of the secondtype of data transmitted through the communication channel in accordancewith a monitored state of the transmission parameter, the controllingcausing a decrease in the amount of the second type of data transmittedthrough the communication channel when the monitored state of thetransmission parameter reaches a threshold value indicating anunacceptable condition associated with transmission of the first type ofdata through the communication channel.
 2. The method as recited inclaim 1, wherein the transmission parameter is a latency in transmissionof data through the communication channel from the server computersystem to the client computer system.
 3. The method as recited in claim1, wherein the transmission parameter is an amount of availablecommunication bandwidth for transmission of data through thecommunication channel from the server computer system to the clientcomputer system.
 4. The method as recited in claim 1, wherein thecontrolling causes an increase in the amount of the second type of datatransmitted through the communication channel when the monitored stateof the transmission parameter has not reached the threshold valueindicating the unacceptable condition associated with transmission ofthe first type of data through the communication channel.
 5. The methodas recited in claim 1, wherein the threshold value of the transmissionparameter is set to ensure that streaming video data for the video gameis delivered to the client computer system with a prescribed level ofquality.
 6. The method as recited in claim 5, wherein the prescribedlevel of quality includes one or more of a reliability of display at aspecified resolution of video defined by the streaming video data, acolor depth of video defined by the streaming video data, and a framesize of video defined by the streaming video data.
 7. The method asrecited in claim 1, wherein both the first type of data and the secondtype of data are associated with a same computer game.
 8. The method asrecited in claim 1, wherein the communication channel is a commoncommunication channel through which both the first type of data and thesecond type of data are transmitted.
 9. The method as recited in claim1, further comprising: maintaining the game state data for the videogame corresponding to the streaming video data for the video game; andmaintaining the user saved data for the video game.
 10. The method asrecited in claim 9, further comprising: determining that an executableamount of executable code for generating video data for the video gamehas been transmitted as the second type of data from the server computersystem to the client computer system; having the game state data and theuser saved data at the client computer system; executing the executableamount of executable code at the client computer system to generatevideo data for the video game at the client computer system; and usingthe video data for the video game generated at the client computersystem and the streaming video data for the video game from the servercomputer system to render video for the video game at the clientcomputer system.
 11. The method as recited in claim 10, furthercomprising: stopping transmission of the streaming video data for thevideo game from the server computer system to the client computersystem; and including executable code within the first type of data uponstopping transmission of the streaming video data for the video gamefrom the server computer system to the client computer system.
 12. Themethod as recited in claim 10, further comprising: transmittingadditional game state data and user saved data from the server computersystem to the client computer system upon determining that theexecutable amount of executable code has been transmitted from theserver computer system to the client computer system.
 13. A method forserver-to-client transmission of data, comprising: generating a seriesof data packets, each data packet including a data payload, the datapayload of a given data packet including an amount of a first type ofdata and an amount of a second type of data; transmitting the series ofdata packets through a communication channel from a server computersystem to a client computer system, wherein the first type of dataincludes streaming video data for a video game, wherein the second typeof data includes executable code for the video game defined forexecution by the client computer system to generate video data for thevideo game for use at the client computer system in lieu of thestreaming video data, and wherein the second type of data includes gamestate data for the video game and user saved data for the video game;monitoring a transmission parameter of the communication channel; andupon determining that a monitored state of the transmission parameterhas reached a threshold value indicating an unacceptable conditionassociated with transmission of the first type of data from the servercomputer system to the client computer system, decreasing the amount ofthe second type of data included in the data payload of subsequentlygenerated data packets in the series of data packets and correspondinglyincreasing the amount of the first type of data included in the datapayload of subsequently generated data packets in the series of datapackets.
 14. The method as recited in claim 13, wherein the transmissionparameter is a latency in transmission of the series of data packetsthrough the communication channel from the server computer system to theclient computer system.
 15. The method as recited in claim 13, whereinthe transmission parameter is an amount of available communicationbandwidth for transmission of the series of data packets through thecommunication channel from the server computer system to the clientcomputer system.
 16. The method as recited in claim 13, furthercomprising: upon determining that the monitored state of thetransmission parameter has not reached the threshold value indicatingthe unacceptable condition associated with transmission of the firsttype of data from the server computer system to the client computersystem, increasing the amount of the second type of data included in thedata payload of subsequently generated data packets in the series ofdata packets and correspondingly decreasing the amount of the first typeof data included in the data payload of subsequently generated datapackets in the series of data packets.
 17. The method as recited inclaim 13, wherein the threshold value of the transmission parameter isset to ensure that streaming video data for the video game is deliveredto the client computer system with a prescribed level of quality. 18.The method as recited in claim 17, wherein the prescribed level ofquality includes one or more of a reliability of display at a specifiedresolution of video defined by the streaming video data, a color depthof video defined by the streaming video data, and a frame size of videodefined by the streaming video data.
 19. The method as recited in claim13, wherein both the first type of data and the second type of data areassociated with a same computer game.
 20. The method as recited in claim13, further comprising: maintaining the game state data for the videogame corresponding to the streaming video data for the video game;maintaining the user saved data for the video game; determining that anexecutable amount of executable code for generating video data for thevideo game has been transmitted as the second type of data from theserver computer system to the client computer system; transmitting thegame state data and the user saved data from the server computer systemto the client computer system as the second type of data; executing theexecutable amount of executable code at the client computer system togenerate video data for the video game at the client computer system;and stopping transmission of the streaming video data for the video gamefrom the server computer system to the client computer system.